// Copyright (c) 2012-2023 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; };