628 lines
24 KiB
Ucode
628 lines
24 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 extended player functionality not supported by
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* all platforms. The OnlineSubsystem will return NULL when requesting this
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* interface on a platform where it is not supporeted.
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*/
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interface OnlinePlayerInterfaceEx dependson(OnlineSubsystem);
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/**
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* Displays the UI that allows a player to give feedback on another player
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*
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* @param LocalUserNum the controller number of the associated user
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* @param PlayerId the id of the player having feedback given for
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowFeedbackUI(byte LocalUserNum,UniqueNetId PlayerId);
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//@HSL_BEGIN_XBOX
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/**
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* Displays the UI with Help documentation
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*
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* @param LocalUserNum the controller number of the associated user
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*
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* @return TRUE if the async show command is processing, FALSE if it failed to initialize
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*/
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function bool ShowHelpUI(byte LocalUserNum);
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/**
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* Displays the UI with Help documentation for a given error the application has encountered
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*
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* @param ContextId application specific context within which the error occurred
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* @param ErrorString a string representation of the error
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*
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* @return TRUE if the async show command is processing, FALSE if it failed to initialize
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*/
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function bool ShowHelpForErrorUI(string ContextId, string ErrorString);
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/**
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* Delegate used when a show help request has completed
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnShowHelpComplete(bool bWasSuccessful);
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/**
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* Adds the delegate used to notify the gameplay code that a show help request has finished
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*
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* @param ShowHelpDelegate the delegate to use for notifications
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*/
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function AddShowHelpCompleteDelegate(delegate<OnShowHelpComplete> HelpDelegate);
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/**
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* Removes the specified delegate from the list of callbacks
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*
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* @param ShowHelpDelegate the delegate to use for notifications
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*/
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function ClearShowHelpCompleteDelegate(delegate<OnShowHelpComplete> HelpDelegate);
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/**
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* Displays the UI with Help documentation
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*
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* @param URL link to show
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*
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* @return TRUE if the show command succeded, FALSE otherwise
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*/
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function bool ShowVideo(string URL);
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/**
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* Delegate used when a show gamer card request has completed
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*/
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delegate OnShowGamerCardComplete(bool bWasSuccessful);
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/**
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* Adds the delegate used to notify the gameplay code that a show gamer card request has finished
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*
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* @param OnShowGamerCardComplete the delegate to use for notifications
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*/
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function AddShowGamerCardCompleteDelegate(delegate<OnShowGamerCardComplete> GamerCardDelegate);
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/**
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* Removes the specified delegate from the list of callbacks
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*
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* @param OnShowGamerCardComplete the delegate to use for notifications
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*/
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function ClearShowGamerCardCompleteDelegate(delegate<OnShowGamerCardComplete> GamerCardDelegate);
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//@HSL_END_XBOX
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/**
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* Displays the gamer card UI for the specified player
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*
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* @param LocalUserNum the controller number of the associated user
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* @param PlayerId the id of the player to show the gamer card of
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowGamerCardUI(byte LocalUserNum,UniqueNetId PlayerId);
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// @zombie_ps4_begin - ccooper 10/3/2013 - Adding a username version which works for PSN
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function bool ShowGamerCardUIByUsername(byte LocalUserNum, string UserName);
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// @zombie_ps4_end
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/**
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* Displays the messages UI for a player
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*
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* @param LocalUserNum the controller number of the associated user
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowMessagesUI(byte LocalUserNum);
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/**
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* Displays the achievements UI for a player
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*
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* @param LocalUserNum the controller number of the associated user
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowAchievementsUI(byte LocalUserNum);
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/**
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* Displays the invite ui
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*
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* @param LocalUserNum the local user sending the invite
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* @param InviteText the string to prefill the UI with
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*/
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function bool ShowInviteUI(byte LocalUserNum,optional string InviteText);
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//@HSL_BEGIN_XBOX
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/**
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* Displays the people picker ui
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*
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* @param LocalUserNum the local user sending the invite
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* @param People the people to fill out the people picker list with
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* @param Text the text to show in the people picker
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*/
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function bool ShowPeoplePickerUI(byte LocalUserNum, array<OnlineFriend> People, int MaxSelectable, optional string Text);
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/**
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* Delegate used when the device selection request has completed
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnPeoplePickerComplete(bool bWasSuccessful, array<OnlineFriend> PeoplePicked);
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/**
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* Adds the delegate used to notify the gameplay code that the user has completed
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* their device selection
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*
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* @param DeviceDelegate the delegate to use for notifications
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*/
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function AddPeoplePickerCompleteDelegate(byte LocalUserNum,delegate<OnPeoplePickerComplete> InDelegate);
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/**
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* Removes the specified delegate from the list of callbacks
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*
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* @param DeviceDelegate the delegate to use for notifications
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*/
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function ClearPeoplePickerCompleteDelegate(byte LocalUserNum,delegate<OnPeoplePickerComplete> InDelegate);
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// Displays UI for sending data to other users using system-supplied UI
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function bool ShowDataSendingUI(byte LocalUserNum, string Message, string DataName, string DataDescription, array<byte> Data, int MaxSelectableUsers);
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delegate OnAcceptReceivedData(string Data);
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function AddAcceptReceivedDataDelegate(byte LocalUserNum, delegate<OnAcceptReceivedData> InDelegate);
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function ClearAcceptReceivedDataDelegate(byte LocalUserNum, delegate<OnAcceptReceivedData> InDelegate);
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/**
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* Displays the UI for a products details
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*
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* @param LocalUserNum the local user viewing available content
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* @param ParentProductId the product ID of the parent product for which to show child content
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*/
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function bool ShowProductDetailsUI(byte LocalUserNum, optional string ParentProductId);
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//@HSL_END_XBOX
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/**
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* Displays the marketplace UI for content
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*
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* @param LocalUserNum the local user viewing available content
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* @param ParentProductType the type of the parent product specified by ParentProductId
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* (use constants defined in OnlineSubsyste.uc, generally this should be PIT_Game)
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* @param RequestedProductTypes the types of child products to show in the marketplace UI
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* (use constants defined in OnlineSubsyste.uc, generally this should be PIT_Durable | PIT_Consumable)
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* @param ParentProductId the product ID of the parent product for which to show child content
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*/
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function bool ShowContentMarketplaceUI(byte LocalUserNum, int ParentProductType, int RequestedProductTypes, optional string ParentProductId);
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/**
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* Displays the purchase UI for an offer
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*
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* @param LocalUserNum the local user viewing available content
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* @param Offer the offer that you want the purchase screen shown for
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*/
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function bool ShowContentPurchaseUI(byte LocalUserNum, string Offer);
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/**
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* Displays the redeem code UI for content
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*
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* @param LocalUserNum the local user viewing available content
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* @param Offer the offer that you want the redeem code screen shown for
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*/
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function bool ShowContentRedeemCodeUI(byte LocalUserNum, string Offer);
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/**
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* Close the current content UI
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*
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*/
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function CloseCurrentContentUI();
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//@HSL_END_XBOX
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/**
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* Displays the marketplace UI for memberships
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*
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* @param LocalUserNum the local user viewing available memberships
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*/
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function bool ShowMembershipMarketplaceUI(byte LocalUserNum);
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/**
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* Displays the UI that allows the user to choose which device to save content to
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*
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* @param LocalUserNum the controller number of the associated user
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* @param SizeNeeded the size of the data to be saved in bytes
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* @param bManageStorage whether to allow the user to manage their storage or not
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowDeviceSelectionUI(byte LocalUserNum,int SizeNeeded,optional bool bManageStorage);
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/**
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* Delegate used when the device selection request has completed
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnDeviceSelectionComplete(bool bWasSuccessful);
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/**
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* Adds the delegate used to notify the gameplay code that the user has completed
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* their device selection
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*
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* @param DeviceDelegate the delegate to use for notifications
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*/
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function AddDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate);
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/**
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* Removes the specified delegate from the list of callbacks
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*
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* @param DeviceDelegate the delegate to use for notifications
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*/
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function ClearDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate);
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/**
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* Fetches the results of the device selection
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*
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* @param LocalUserNum the player to check the results for
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* @param DeviceName out param that gets a copy of the string
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*
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* @return the ID of the device that was selected
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* NOTE: Zero means the user hasn't selected one
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*/
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function int GetDeviceSelectionResults(byte LocalUserNum,out string DeviceName);
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/**
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* Checks the device id to determine if it is still valid (could be removed) and/or
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* if there is enough space on the specified device
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*
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* @param DeviceId the device to check
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* @param SizeNeeded the amount of space requested
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*
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* @return true if valid, false otherwise
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*/
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function bool IsDeviceValid(int DeviceId,optional int SizeNeeded);
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/**
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* Unlocks a gamer picture for the local user
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*
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* @param LocalUserNum the user to unlock the picture for
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* @param PictureId the id of the picture to unlock
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*/
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function bool UnlockGamerPicture(byte LocalUserNum,int PictureId);
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/**
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* Called when an external change to player profile data has occured
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*/
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delegate OnProfileDataChanged();
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/**
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* Sets the delegate used to notify the gameplay code that someone has changed their profile data externally
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*
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* @param LocalUserNum the user the delegate is interested in
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* @param ProfileDataChangedDelegate the delegate to use for notifications
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*/
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function AddProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate);
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/**
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* Clears the delegate used to notify the gameplay code that someone has changed their profile data externally
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*
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* @param LocalUserNum the user the delegate is interested in
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* @param ProfileDataChangedDelegate the delegate to use for notifications
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*/
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function ClearProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate);
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/**
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* Displays the UI that shows a user's list of friends
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*
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* @param LocalUserNum the controller number of the associated user
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* @param PlayerId the id of the player being invited
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowFriendsInviteUI(byte LocalUserNum,UniqueNetId PlayerId);
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/**
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* Displays the UI that shows the player list
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*
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* @param LocalUserNum the controller number of the associated user
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowPlayersUI(byte LocalUserNum);
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/**
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* Shows a custom players UI for the specified list of players
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*
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* @param LocalUserNum the controller number of the associated user
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* @param Players the list of players to show in the custom UI
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* @param Title the title to use for the UI
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* @param Description the text to show at the top of the UI
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool ShowCustomPlayersUI(byte LocalUserNum,const out array<UniqueNetId> Players,string Title,string Description);
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//@zombie_ps4_begin
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/**
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* Shows a custom players UI for the specified list of players
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*
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* @param LocalUserNum the controller number of the associated user
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* @param Players the list of players to show in the custom UI
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* @param Title the title to use for the UI
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* @param Description the text to show at the top of the UI
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool RecordPlayersRecentlyMet( byte LocalUserNum, out array<PlayerNameIdPair> Players, string GameDescription ); //@HSL_BEGIN - JRO - 4/28/2016 - PS4 needs player names
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/**
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* Adds an In Game Post to the Activity Feed
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*
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* @param InNameID the string associated with the post
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*
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* @return TRUE if it was able to show the UI, FALSE if it failed
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*/
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function bool AddInGamePost( int InPostID, optional string InPostParam );
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//@zombie_ps4_end
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/**
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* Unlocks an avatar award for the local user
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*
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* @param LocalUserNum the user to unlock the avatar item for
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* @param AvatarItemId the id of the avatar item to unlock
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*/
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function bool UnlockAvatarAward(byte LocalUserNum,int AvatarItemId);
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/**
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* Reads the online profile settings for a given user and title id
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*
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* @param LocalUserNum the user that we are reading the data for
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* @param TitleId the title that the profile settings are being read for
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* @param ProfileSettings the object to copy the results to and contains the list of items to read
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*
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* @return true if the call succeeds, false otherwise
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*/
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function bool ReadCrossTitleProfileSettings(byte LocalUserNum,int TitleId,OnlineProfileSettings ProfileSettings);
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/**
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* Delegate used when the last read profile settings request has completed
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*
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* @param LocalUserNum the controller index of the player who's read just completed
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* @param TitleId the title that the profile settings were read for
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnReadCrossTitleProfileSettingsComplete(byte LocalUserNum,int TitleId,bool bWasSuccessful);
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/**
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* Sets the delegate used to notify the gameplay code that the last read request has completed
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*
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* @param LocalUserNum which user to watch for read complete notifications
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* @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications
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*/
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function AddReadCrossTitleProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadCrossTitleProfileSettingsComplete> ReadProfileSettingsCompleteDelegate);
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/**
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* Searches the existing set of delegates for the one specified and removes it
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* from the list
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*
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* @param LocalUserNum which user to watch for read complete notifications
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* @param ReadProfileSettingsCompleteDelegate the delegate to find and clear
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*/
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function ClearReadCrossTitleProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadCrossTitleProfileSettingsComplete> ReadProfileSettingsCompleteDelegate);
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/**
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* Returns the online profile settings for a given user and title id
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*
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* @param LocalUserNum the user that we are reading the data for
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* @param TitleId the title that the profile settings are being read for
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*
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* @return the profile settings object
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*/
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function OnlineProfileSettings GetCrossTitleProfileSettings(byte LocalUserNum,int TitleId);
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/**
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* Removes a cached entry of a profile for the specified title id
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*
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* @param LocalUserNum the user that we are reading the data for
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* @param TitleId the title that the profile settings are being read for
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*/
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function ClearCrossTitleProfileSettings(byte LocalUserNum,int TitleId);
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/**
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* Shows a dialog with the message pre-populated in it
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*
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* @param LocalUserNum the user sending the message
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* @param Recipients the list of people to send the message to
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* @param MessageTitle the title of the message being sent
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* @param NonEditableMessage the portion of the message that the user cannot edit
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* @param EditableMessage the portion of the message the user can edit
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*
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* @return true if successful, false otherwise
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*/
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function bool ShowCustomMessageUI(byte LocalUserNum,const out array<UniqueNetId> Recipients,string MessageTitle,string NonEditableMessage,optional string EditableMessage);
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//@HSL_BEGIN - JRO - 5/17/2016 - PS4 Activity Feeds
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function PostActivityFeedBossKill(string BossName, string ClassName, string MapName);
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function PostActivityFeedTeamAward(string AwardName);
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function PostActivityFeedPerkLevelUp(string PerkClassName, int Level);
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//@HSL_END
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//@HSL_BEGIN - BWJ - 5-26-16 - Support for reading store data
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function ReadStoreData();
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delegate OnStoreDataRead( bool bSuccessful );
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function AddStoreDataReadCompleteDelegate( delegate<OnStoreDataRead> InDelegate );
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function ClearStoreDataReadCompleteDelegate( delegate<OnStoreDataRead> InDelegate );
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function ReadEntitlements();
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delegate OnEntitlementsRead( bool bSuccess );
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function AddOnEntitlementsReadDelegate( delegate<OnEntitlementsRead> InDelegate );
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function ClearOnEntitlementsReadDelegate( delegate<OnEntitlementsRead> InDelegate );
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//@HSL_END
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//@HSL_BEGIN - JRO - 6/1/2016 - Upsell
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function UpsellPremiumOnlineService();
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//@HSL_END
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/**
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* Shows a system dialog with the given error code and context
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*
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* @param ErrorCode the error code to display
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* @param ErrorContext the error context to display
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*
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* @return true of successful, false otherwise
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*/
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function bool ShowSystemErrorUI(int ErrorCode, string ErrorContext);
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//@HSL_BEGIN - BWJ - 6-21-16 - Error dialog support
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/**
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* Shows a customized system dialog with the given error code, context, title and content
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*
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* @param ErrorCode the error code to display
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* @param ErrorContext the error context to display
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* @param DialogTitle the title of the dialog
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* @param DialogContent the content of the dialog
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*
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* @return true of successful, false otherwise
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*/
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function bool ShowCustomErrorUI(int ErrorCode, optional string ErrorContext, optional string DialogTitle, optional string DialogContent);
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//@HSL_END
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/**
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* Look up a player's nickname from their net ID
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*
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* @param InPlayerId the player ID for which to retrieve the nickname
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* @param OutPlayerNickname the nickname for the player with the given ID
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*
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* @return true if successful, false otherwise
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*/
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function bool GetPlayerNicknameForPlayerId(UniqueNetId InPlayerId, out string OutPlayerNickname);
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/**
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* Look up a player's net ID from their nickname
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*
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* @param InPlayerNickname the nickname to look up a player ID for
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* @param OutPlayerId the player ID for the player with the given nickname
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*
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* @return true if successful, false otherwise
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*/
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function bool GetPlayerIDForPlayerNickname(string InPlayerNickname, out UniqueNetId OutPlayerId);
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/**
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* Asynchronously retrieve a set of OnlineProfiles for a list of Player IDs
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*
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* @param PlayerIDs the list of Player IDs for which to retrieve OnlineProfiles
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*
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* @return true if the async action began successfully, false otherwise
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*/
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function bool ReadOnlineProfilesForPlayers(array<string> PlayerIDs);
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/**
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* Delegate fired when an OnlineProfile read completes
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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* @param PlayerIDs the list of Player IDs that the request originated with
|
|
* @param OnlineProfiles the list of OnlineProfiles for the requested Player IDs
|
|
*/
|
|
delegate OnReadOnlineProfilesComplete(bool bWasSuccessful, array<string> PlayerIDs, array<OnlineProfile> OnlineProfiles);
|
|
|
|
/**
|
|
* Adds the delegate used to notify the gameplay code that an OnlineProfile read has completed
|
|
*
|
|
* @param ReadOnlineProfileDelegate the delegate to use for notifications
|
|
*/
|
|
function AddReadOnlineProfilesCompleteDelegate(delegate<OnReadOnlineProfilesComplete> ReadOnlineProfileDelegate);
|
|
|
|
/**
|
|
* Removes the specified delegate from the list of callbacks
|
|
*
|
|
* @param ReadOnlineProfileDelegate the delegate to use for notifications
|
|
*/
|
|
function ClearReadOnlineProfilesCompleteDelegate(delegate<OnReadOnlineProfilesComplete> ReadOnlineProfileDelegate);
|
|
|
|
|
|
/**
|
|
* Delegate used when registration of a local talker completes
|
|
*
|
|
* @param LocalUserNum the controller index of the player who is registered as a local talker
|
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
|
*/
|
|
delegate OnRegisterLocalTalkerComplete(byte LocalUserNum,bool bWasSuccessful);
|
|
|
|
/**
|
|
* Sets the delegate used to notify the gameplay code that the local talker registration has completed
|
|
*
|
|
* @param RegisterLocalTalkerCompleteDelegate the delegate to use for notifications
|
|
*/
|
|
function AddRegisterLocalTalkerCompleteDelegate(delegate<OnRegisterLocalTalkerComplete> RegisterLocalTalkerCompleteDelegate);
|
|
|
|
/**
|
|
* Searches the existing set of delegates for the one specified and removes it
|
|
* from the list
|
|
*
|
|
* @param RegisterLocalTalkerCompleteDelegate the delegate to find and clear
|
|
*/
|
|
function ClearRegisterLocalTalkerCompleteDelegate(delegate<OnRegisterLocalTalkerComplete> RegisterLocalTalkerCompleteDelegate);
|
|
|
|
|
|
/**
|
|
* Delegate used when unregistration of a local talker completes
|
|
*
|
|
* @param LocalUserNum the controller index of the player who is unregistered as a local talker
|
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
|
*/
|
|
delegate OnUnregisterLocalTalkerComplete(byte LocalUserNum,bool bWasSuccessful);
|
|
|
|
/**
|
|
* Sets the delegate used to notify the gameplay code that the local talker unregistration has completed
|
|
*
|
|
* @param UnregisterLocalTalkerCompleteDelegate the delegate to use for notifications
|
|
*/
|
|
function AddUnregisterLocalTalkerCompleteDelegate(delegate<OnUnregisterLocalTalkerComplete> UnregisterLocalTalkerCompleteDelegate);
|
|
|
|
/**
|
|
* Searches the existing set of delegates for the one specified and removes it
|
|
* from the list
|
|
*
|
|
* @param UnregisterLocalTalkerCompleteDelegate the delegate to find and clear
|
|
*/
|
|
function ClearUnregisterLocalTalkerCompleteDelegate(delegate<OnUnregisterLocalTalkerComplete> UnregisterLocalTalkerCompleteDelegate);
|
|
|
|
|
|
/**
|
|
* Delegate used when unregistration of a remote talker completes
|
|
*
|
|
* @param netId ofthe player who is unregistered as a remote talker
|
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
|
*/
|
|
delegate OnUnregisterRemoteTalkerComplete(UniqueNetId RemoteNetId,bool bWasSuccessful);
|
|
|
|
/**
|
|
* Sets the delegate used to notify the gameplay code that the remote talker unregistration has completed
|
|
*
|
|
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to use for notifications
|
|
*/
|
|
function AddUnregisterRemoteTalkerCompleteDelegate(delegate<OnUnregisterRemoteTalkerComplete> UnregisterRemoteTalkerCompleteDelegate);
|
|
|
|
/**
|
|
* Searches the existing set of delegates for the one specified and removes it
|
|
* from the list
|
|
*
|
|
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to find and clear
|
|
*/
|
|
function ClearUnregisterRemoteTalkerCompleteDelegate(delegate<OnUnregisterRemoteTalkerComplete> UnregisterRemoteTalkerCompleteDelegate);
|
|
|
|
/**
|
|
* Delegate used when unregistration of a remote talker completes
|
|
*
|
|
* @param netId ofthe player who is unregistered as a remote talker
|
|
* @param bWasSuccessful true if the async action completed without error, false if there was an error
|
|
*/
|
|
delegate OnRemoteTalkerStatusChange(UniqueNetId RemoteNetId, bool bIsTalking);
|
|
|
|
/**
|
|
* Sets the delegate used to notify the gameplay code that the remote talker unregistration has completed
|
|
*
|
|
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to use for notifications
|
|
*/
|
|
function AddPlayerTalkingDelegate(delegate<OnRemoteTalkerStatusChange> RemoteTalkerStatusChangeDelegate);
|
|
|
|
/**
|
|
* Searches the existing set of delegates for the one specified and removes it
|
|
* from the list
|
|
*
|
|
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to find and clear
|
|
*/
|
|
function ClearPlayerTalkingDelegate(delegate<OnRemoteTalkerStatusChange> RemoteTalkerStatusChangeDelegate);
|
|
//@HSL_END_XBOX
|