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Split plugin into two modules
One is for the general AdvancedSessions The second is for Steam specific implementations This makes it easier to package without steam included, as the default setup always packaged steam out on PC platforms. Unchecking the AdvancedSteamSessions plugin should allow for totally removing any steam reliance from the plugin. You would also have to remove steam specific nodes from your blueprints as well however as they will no longer exist. Former-commit-id: 0bf1fc80dff7be0cc2b9cebaf5affed4918cea49
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OnlineSubSystemHeader.h"
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#include "GetFriendsCallbackProxy.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetFriendsLog, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetFriendsListDelegate, const TArray<FBPFriendInfo>&, Results);
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UCLASS(MinimalAPI)
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class UGetFriendsCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the friends list successfully was retrieved
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UPROPERTY(BlueprintAssignable)
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FBlueprintGetFriendsListDelegate OnSuccess;
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// Called when there was an error retrieving the friends list
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UPROPERTY(BlueprintAssignable)
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FBlueprintGetFriendsListDelegate OnFailure;
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// Gets the players list of friends from the OnlineSubsystem and returns it, can be retrieved later with GetStoredFriendsList
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
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static UGetFriendsCallbackProxy* GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController);
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virtual void Activate() override;
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private:
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// Internal callback when the friends list is retrieved
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void OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString);
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// The player controller triggering things
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TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// The delegate executed
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FOnReadFriendsListComplete FriendListReadCompleteDelegate;
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// The Type of friends list to get
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// Removed because all but the facebook interfaces don't even currently support anything but the default friends list.
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//EBPFriendsLists FriendListToGet;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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