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56
Source/AdvancedSessions/Classes/AdvancedFriendsLibrary.h
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56
Source/AdvancedSessions/Classes/AdvancedFriendsLibrary.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "OnlineSubSystemHeader.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Online.h"
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#include "OnlineSubsystem.h"
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#include "OnlineFriendsInterface.h"
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#include "OnlineUserInterface.h"
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#include "OnlineMessageInterface.h"
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#include "OnlinePresenceInterface.h"
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#include "Engine/GameInstance.h"
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#include "OnlineSessionInterface.h"
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#include "UObjectIterator.h"
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#include "AdvancedFriendsLibrary.generated.h"
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//General Advanced Sessions Log
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsLog, Log, All);
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UCLASS()
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class UAdvancedFriendsLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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//********* Friend List Functions *************//
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// Sends an Invite to the current online session to a list of friends
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
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static void SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, TEnumAsByte<EBlueprintResultSwitch::Type> &Result);
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// Sends an Invite to the current online session to a friend
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
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static void SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, TEnumAsByte<EBlueprintResultSwitch::Type> &Result);
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// Get a friend from the previously read/saved friends list (Must Call GetFriends first for this to return anything)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
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static void GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend);
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// Get the previously read/saved friends list (Must Call GetFriends first for this to return anything)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
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static void GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList);
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// Get the previously read/saved recent players list (Must Call GetRecentPlayers first for this to return anything)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|RecentPlayersList")
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static void GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList);
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// Check if a UniqueNetId is a friend
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
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static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
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};
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