Files
AdvancedSessionsPlugin/Source/AdvancedSessions/Classes/AdvancedFriendsLibrary.h
2016-01-14 13:20:40 -05:00

69 lines
3.1 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "OnlineSubSystemHeader.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Online.h"
#include "OnlineSubsystem.h"
#include "OnlineFriendsInterface.h"
#include "OnlineUserInterface.h"
#include "OnlineMessageInterface.h"
#include "OnlinePresenceInterface.h"
#include "Engine/GameInstance.h"
#include "OnlineSessionInterface.h"
#include "UObjectIterator.h"
#include "AdvancedFriendsLibrary.generated.h"
//General Advanced Sessions Log
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsLog, Log, All);
UENUM(Blueprintable)
enum SteamAvatarSize
{
SteamAvatar_Small = 1,
SteamAvatar_Medium = 2,
SteamAvatar_Large = 3
};
UCLASS()
class UAdvancedFriendsLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
//********* Friend List Functions *************//
// Sends an Invite to the current online session to a list of friends
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
static void SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, TEnumAsByte<EBlueprintResultSwitch::Type> &Result);
// Sends an Invite to the current online session to a friend
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
static void SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, TEnumAsByte<EBlueprintResultSwitch::Type> &Result);
// Get a friend from the previously read/saved friends list (Must Call GetFriends first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
static void GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend);
// Get the previously read/saved friends list (Must Call GetFriends first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
static void GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList);
// Get the previously read/saved recent players list (Must Call GetRecentPlayers first for this to return anything)
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|RecentPlayersList")
static void GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList);
// Check if a UniqueNetId is a friend
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
// Get a texture of a valid friends avatar, STEAM ONLY
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static UTexture2D * GetSteamFriendAvatar(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
};