// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Online.h"
#include "Engine/Core/Types/Span.h"
#include "Engine/Core/Types/String.h"
#include "Engine/Core/Types/DateTime.h"
///
/// Online platform user presence common states.
///
API_ENUM(Namespace="FlaxEngine.Online") enum class OnlinePresenceStates
{
///
/// User is offline.
///
Offline = 0,
///
/// User is online.
///
Online,
///
/// User is online but busy.
///
Busy,
///
/// User is online but away (no activity for some time).
///
Away,
};
///
/// Online platform user description.
///
API_STRUCT(Namespace="FlaxEngine.Online") struct FLAXENGINE_API OnlineUser
{
DECLARE_SCRIPTING_TYPE_MINIMAL(OnlineUser);
///
/// Unique player identifier. Specific for a certain online platform.
///
API_FIELD() Guid Id;
///
/// The player name.
///
API_FIELD() String Name;
///
/// The current player presence state.
///
API_FIELD() OnlinePresenceStates PresenceState;
};
///
/// Online platform achievement description.
///
API_STRUCT(Namespace="FlaxEngine.Online") struct FLAXENGINE_API OnlineAchievement
{
DECLARE_SCRIPTING_TYPE_MINIMAL(OnlineAchievement);
///
/// Unique achievement identifier. Specific for a certain online platform.
///
API_FIELD() String Identifier;
///
/// Achievement name. Specific for a game.
///
API_FIELD() String Name;
///
/// The achievement title text.
///
API_FIELD() String Title;
///
/// The achievement description text.
///
API_FIELD() String Description;
///
/// True if achievement is hidden from user (eg. can see it once it's unlocked).
///
API_FIELD() bool IsHidden = false;
///
/// Achievement unlock percentage progress (normalized to 0-100 range).
///
API_FIELD() float Progress = 0.0f;
///
/// Date and time at which player unlocked the achievement.
///
API_FIELD() DateTime UnlockTime = DateTime::MinValue();
};
///
/// Interface for online platform providers for communicating with various multiplayer services such as player info, achievements, game lobby or in-game store.
///
API_INTERFACE(Namespace="FlaxEngine.Online") class FLAXENGINE_API IOnlinePlatform
{
DECLARE_SCRIPTING_TYPE_MINIMAL(IOnlinePlatform);
///
/// Finalizes an instance of the class.
///
virtual ~IOnlinePlatform() = default;
///
/// Initializes the online platform services.
///
/// Called only by Online system.
/// True if failed, otherwise false.
API_FUNCTION() virtual bool Initialize() = 0;
///
/// Shutdowns the online platform services.
///
/// Called only by Online system. Can be used to destroy the object.
API_FUNCTION() virtual void Deinitialize() = 0;
public:
///
/// Logins the local user into the online platform.
///
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool UserLogin(User* localUser = nullptr) = 0;
///
/// Logout the local user from the online platform.
///
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool UserLogout(User* localUser = nullptr) = 0;
///
/// Checks if the local user is logged in.
///
/// The local user (null if use default one).
/// True if user is logged, otherwise false.
API_FUNCTION() virtual bool GetUserLoggedIn(User* localUser = nullptr) = 0;
///
/// Gets the player from the online platform.
///
/// The local player user info.
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool GetUser(API_PARAM(Out) OnlineUser& user, User* localUser = nullptr) = 0;
///
/// Gets the list of friends of the user from the online platform.
///
/// The result local player friends user infos.
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool GetFriends(API_PARAM(Out) Array& friends, User* localUser = nullptr) = 0;
public:
///
/// Gets the list of all achievements for this game.
///
/// The result achievements list
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool GetAchievements(API_PARAM(Out) Array& achievements, User* localUser = nullptr) = 0;
///
/// Unlocks the achievement.
///
/// The achievement name. Specific for a game.
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool UnlockAchievement(const StringView& name, User* localUser = nullptr) = 0;
///
/// Updates the achievement unlocking progress (in range 0-100).
///
/// The achievement name. Specific for a game.
/// The achievement unlock progress (in range 0-100).
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool UnlockAchievementProgress(const StringView& name, float progress, User* localUser = nullptr) = 0;
#if !BUILD_RELEASE
///
/// Resets the all achievements progress for this game.
///
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool ResetAchievements(User* localUser = nullptr) = 0;
#endif
public:
///
/// Gets the online statistical value.
///
/// The stat name.
/// The result value.
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool GetStat(const StringView& name, API_PARAM(Out) float& value, User* localUser = nullptr) = 0;
///
/// Sets the online statistical value.
///
/// The stat name.
/// The value.
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool SetStat(const StringView& name, float value, User* localUser = nullptr) = 0;
public:
///
/// Gets the online savegame data. Returns empty if savegame slot is unused.
///
/// The savegame slot name.
/// The result data. Empty or null for unused slot name.
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool GetSaveGame(const StringView& name, API_PARAM(Out) Array& data, User* localUser = nullptr) = 0;
///
/// Sets the online savegame data.
///
/// The savegame slot name.
/// The data. Empty or null to delete slot (or mark as unused).
/// The local user (null if use default one).
/// True if failed, otherwise false.
API_FUNCTION() virtual bool SetSaveGame(const StringView& name, const Span& data, User* localUser = nullptr) = 0;
};