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Adding in Steam Notifications Subsystem
Adding in Steam Notifications Subsystem, For now it just adds the OnOverlayActivated event, but it is expandable into the future being a subsystem.
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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 "CoreMinimal.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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#include "OnlineSubsystemSteam.h"
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#include "OnlineSubsystemSteamPrivate.h"
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#include <steam/steam_api.h>
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#endif
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#include "SteamNotificationsSubsystem.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSteamOverlayActivated, bool, bOverlayState);
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UCLASS()
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class ADVANCEDSTEAMSESSIONS_API USteamNotificationsSubsystem : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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public:
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// Event thrown when the steam overlay switches states
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UPROPERTY(BlueprintAssignable, Category = "SteamEvents")
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FOnSteamOverlayActivated OnSteamOverlayActivated_Bind;
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USteamNotificationsSubsystem() : Super()
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{
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}
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class cSteamEventsStore
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{
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public:
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USteamNotificationsSubsystem* ParentSubsystem = nullptr;
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void Initialize(USteamNotificationsSubsystem* MyParent)
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{
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ParentSubsystem = MyParent;
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}
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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cSteamEventsStore() :
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OnExternalUITriggeredCallback(this, &cSteamEventsStore::OnExternalUITriggered)
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{
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}
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#else
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cSteamEventsStore() :
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{
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}
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#endif
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~cSteamEventsStore(){}
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private:
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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STEAM_CALLBACK(cSteamEventsStore, OnExternalUITriggered, GameOverlayActivated_t, OnExternalUITriggeredCallback);
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#endif
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};
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cSteamEventsStore MyEvents;
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/** Implement this for initialization of instances of the system */
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virtual void Initialize(FSubsystemCollectionBase& Collection) override
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{
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MyEvents.Initialize(this);
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}
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/** Implement this for deinitialization of instances of the system */
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virtual void Deinitialize() override
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{
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}
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};
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#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
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void USteamNotificationsSubsystem::cSteamEventsStore::OnExternalUITriggered(GameOverlayActivated_t* CallbackData)
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{
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if (ParentSubsystem)
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{
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ParentSubsystem->OnSteamOverlayActivated_Bind.Broadcast((bool)CallbackData->m_bActive);
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}
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}
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#endif
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