162 lines
4.9 KiB
Ucode
162 lines
4.9 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* This interface provides accessors to the platform specific system methods,
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* features that do not pertain to a single user but to the game as a whole.
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*/
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interface OnlineSystemInterface;
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/**
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* Determines if the ethernet link is connected or not
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*/
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function bool HasLinkConnection();
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/**
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* Delegate fired when the network link status changes
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*
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* @param bIsConnected whether the link is currently connected or not
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*/
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delegate OnLinkStatusChange(bool bIsConnected);
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/**
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* Adds the delegate used to notify the gameplay code that link status changed
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*
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* @param LinkStatusDelegate the delegate to use for notifications
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*/
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function AddLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate);
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/**
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* Removes the delegate from the notify list
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*
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* @param LinkStatusDelegate the delegate to remove
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*/
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function ClearLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate);
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/**
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* Delegate fired when an external UI display state changes (opening/closing)
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*
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* @param bIsOpening whether the external UI is opening or closing
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*/
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delegate OnExternalUIChange(bool bIsOpening);
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/**
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* Sets the delegate used to notify the gameplay code that external UI state
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* changed (opened/closed)
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*
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* @param ExternalUIDelegate the delegate to use for notifications
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*/
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function AddExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate);
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/**
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* Removes the delegate from the notification list
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*
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* @param ExternalUIDelegate the delegate to remove
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*/
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function ClearExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate);
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/**
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* Determines the current notification position setting
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*/
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function ENetworkNotificationPosition GetNetworkNotificationPosition();
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/**
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* Sets a new position for the network notification icons/images
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*
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* @param NewPos the new location to use
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*/
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function SetNetworkNotificationPosition(ENetworkNotificationPosition NewPos);
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//@HSL_BEGIN_XBOX
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/**
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* Delegate fired when the controller becomes dis/connected
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*
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* @param ControllerId the id of the controller that changed connection state
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* @param bIsConnected whether the controller connected (true) or disconnected (false)
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* @param bPauseGame wheater the game should pause or not
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*/
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delegate OnControllerChange(int ControllerId,bool bIsConnected,bool bPauseGame);
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//@HSL_END_XBOX
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/**
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* Sets the delegate used to notify the gameplay code that the controller state changed
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*
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* @param ControllerChangeDelegate the delegate to use for notifications
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*/
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function AddControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate);
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/**
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* Removes the delegate used to notify the gameplay code that the controller state changed
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*
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* @param ControllerChangeDelegate the delegate to remove
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*/
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function ClearControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate);
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/**
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* Determines if the specified controller is connected or not
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*
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* @param ControllerId the controller to query
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*
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* @return true if connected, false otherwise
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*/
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function bool IsControllerConnected(int ControllerId);
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//@HSL_BEGIN - JRO - Make sure we can properly disable multiplayer features when not connected
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/**
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* Retrieves the current connection status
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*
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* @return the current connection status
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*/
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function EOnlineServerConnectionStatus GetCurrentConnectionStatus();
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//@HSL_END
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/**
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* Delegate fire when the online server connection state changes
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*
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* @param ConnectionStatus the new connection status
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*/
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delegate OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus);
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/**
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* Adds the delegate to the list to be notified when the connection status changes
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*
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* @param ConnectionStatusDelegate the delegate to add
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*/
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function AddConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate);
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/**
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* Removes the delegate from the notify list
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*
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* @param ConnectionStatusDelegate the delegate to remove
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*/
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function ClearConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate);
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/**
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* Determines the NAT type the player is using
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*/
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function ENATType GetNATType();
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/**
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* Delegate fired when a storage device change is detected
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*/
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delegate OnStorageDeviceChange();
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/**
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* Adds the delegate to the list to be notified when a storage device changes
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*
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* @param StorageDeviceChangeDelegate the delegate to add
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*/
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function AddStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate);
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/**
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* Removes the delegate from the notify list
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*
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* @param StorageDeviceChangeDelegate the delegate to remove
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*/
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function ClearStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate);
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/**
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* Determine the locale (country code) for the player
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*/
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function int GetLocale(); |