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//
// Class to handle and manage integration with social networks.
// 4J Studios Ltd, 2011.
// Andy West
//
#include "stdafx.h"
#include "SocialManager.h"
#include <assert.h>
#include <xgraphics.h>
#include "..\Sentient\SentientManager.h"
///////////////////////////////////////////////////////////////////////////
// Constants.
///////////////////////////////////////////////////////////////////////////
// Table of SDK IDs for the social networks.
static const DWORD kaSocialNetworkIDS[ eNumSocialNetworks ] =
{
2, // eFacebook
};
// WESTY : Not sure if we even need to get social access key!
/*
// Table of social network permissions that we will required to post.
static const LPCWSTR kaSocialNetworkRequiredPermissions[ eNumSocialNetworks ] =
{
L"publish_stream", // eFacebook
};
// Default size to use for social network access key text.
static const DWORD kDefaultAccessKeyTextSize = 64;
*/
///////////////////////////////////////////////////////////////////////////
// Static members intialisation.
///////////////////////////////////////////////////////////////////////////
// Initialise static instance pointer.
CSocialManager* CSocialManager::m_pInstance = 0;
///////////////////////////////////////////////////////////////////////////
// Class functions.
///////////////////////////////////////////////////////////////////////////
// Get singleton instance.
CSocialManager* CSocialManager::Instance()
{
if ( m_pInstance == 0 ) // Is this the first time?
{
m_pInstance = new CSocialManager; // Create the singleton instance.
}
return m_pInstance;
}
// Default constructor.
CSocialManager::CSocialManager()
{
m_eCurrState = eStateUnitialised;
m_dwSocialPostingCapability = 0;
// WESTY : Not sure if we even need to get social access key!
/*
m_pAccessKeyText = NULL;
m_dwAccessKeyTextSize = 0;
*/
m_pMainImageBuffer = NULL;
m_dwMainImageBufferSize = 0;
m_PostPreviewImage.pBytes = NULL;
m_dwCurrRequestUser = -1;
ZeroMemory(m_wchTitleA,sizeof(WCHAR)*MAX_SOCIALPOST_CAPTION);
ZeroMemory(m_wchCaptionA,sizeof(WCHAR)*MAX_SOCIALPOST_CAPTION);
ZeroMemory(m_wchDescA,sizeof(WCHAR)*MAX_SOCIALPOST_DESC);
}
// To be called once during game init.
void CSocialManager::Initialise()
{
assert( m_eCurrState == eStateUnitialised );
m_eCurrState = eStateReady;
}
void CSocialManager::Tick()
{
switch( m_eCurrState )
{
case eStateUnitialised:
// Nothing to do.
break;
case eStateReady:
// Nothing to do.
break;
case eStateGetPostingCapability:
{
// Poll for result.
DWORD dwResult = XGetOverlappedResult( &( m_Overlapped ), &( m_dwOverlappedResultCode ), false );
switch( dwResult )
{
case ERROR_SUCCESS:
app.DebugPrintf( "XSocialGetCapabilities - SUCCESS - FLAGS = %d\n", m_dwSocialPostingCapability );
m_eCurrState = eStateReady;
break;
case ERROR_IO_INCOMPLETE:
// Still on going.
break;
default:
// Some kind of error occured.
app.DebugPrintf( "XSocialGetCapabilities - FAILED\n", m_dwSocialPostingCapability );
// WESTY: TO DO: Get error code, and possibly extened error code to figure out what went wrong.
//assert( false );
m_eCurrState = eStateReady;
break;
}
}
break;
case eStatePostingImage:
{
// Poll for result.
DWORD dwResult = XGetOverlappedResult( &( m_Overlapped ), &( m_dwOverlappedResultCode ), false );
switch( dwResult )
{
case ERROR_SUCCESS:
TelemetryManager->RecordMediaShareUpload(m_dwCurrRequestUser, ESen_MediaDestination_Facebook, eSen_MediaType_Picture);
app.DebugPrintf( "Facebook image post success!!!\n" );
DestroyMainPostImage();
DestroyPreviewPostImage();
// Award for successful post.
ProfileManager.Award( m_dwCurrRequestUser, eAward_socialPost );
m_eCurrState = eStateReady;
break;
case ERROR_IO_INCOMPLETE:
// Still on going.
break;
default:
// For some reason, the operation did not complete.
// SDK docs give no indication why this may be, but could be user cancelled the operation.
app.DebugPrintf( "Facebook image post failure!!!\n" );
DestroyMainPostImage();
DestroyPreviewPostImage();
m_eCurrState = eStateReady;
break;
}
}
break;
case eStatePostingLink:
{
// Poll for result.
DWORD dwResult = XGetOverlappedResult( &( m_Overlapped ), &( m_dwOverlappedResultCode ), false );
switch( dwResult )
{
case ERROR_SUCCESS:
app.DebugPrintf( "Facebook link post success!!!\n" );
// Award for successful post.
ProfileManager.Award( m_dwCurrRequestUser, eAward_socialPost );
m_eCurrState = eStateReady;
break;
case ERROR_IO_INCOMPLETE:
// Still on going.
break;
default:
// For some reason, the operation did not complete.
// SDK docs give no indication why this may be, but could be user cancelled the operation.
app.DebugPrintf( "Facebook link post failure!!!\n" );
m_eCurrState = eStateReady;
break;
}
}
break;
default:
// Unhandled state!
assert( false );
break;
}
}
// Find out if we are allowed to post to social networks.
bool CSocialManager::RefreshPostingCapability()
{
bool bResult = false;
if ( m_eCurrState != eStateReady )
{
return bResult;
}
// Test for titles ability to post to social networks.
// Test for titles ability to post to social networks.
XMemSet( &m_Overlapped, 0, sizeof(XOVERLAPPED) );
DWORD dwResult = XSocialGetCapabilities( &( m_dwSocialPostingCapability ), &( m_Overlapped ) );
switch( dwResult )
{
case ERROR_IO_PENDING:
bResult = true;
m_eCurrState = eStateGetPostingCapability;
break;
case ERROR_FUNCTION_FAILED:
{
// Hmm ... why would it fail, and what are we meant to do about it?
DWORD dwExtendedError = XGetOverlappedExtendedError( &( m_Overlapped ) );
app.DebugPrintf( "XSocialGetCapabilities ASYNC : FAILED : Extended Error %d\n", dwExtendedError );
//assert( false );
}
break;
default:
{
// Should never get in here.
DWORD dwExtendedError = XGetOverlappedExtendedError( &( m_Overlapped ) );
app.DebugPrintf( "XSocialGetCapabilities ASYNC : FAILED : Extended Error %d\n", dwExtendedError );
//assert( false );
}
break;
}
return bResult;
}
bool CSocialManager::IsTitleAllowedToPostAnything()
{
assert( m_eCurrState != eStateUnitialised );
return( m_dwSocialPostingCapability != 0 );
}
bool CSocialManager::IsTitleAllowedToPostImages()
{
assert( m_eCurrState != eStateUnitialised );
return( ( m_dwSocialPostingCapability & XSOCIAL_CAPABILITY_POSTIMAGE ) != 0 );
}
bool CSocialManager::IsTitleAllowedToPostLinks()
{
assert( m_eCurrState != eStateUnitialised );
return( ( m_dwSocialPostingCapability & XSOCIAL_CAPABILITY_POSTLINK ) != 0 );
}
bool CSocialManager::AreAllUsersAllowedToPostImages()
{
// catch no user being signed in to LIVE here too (or a local disconnect)
BOOL bUserAllowedToPost=FALSE;
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
if(ProfileManager.IsSignedInLive(i))
{
XUserCheckPrivilege(i,XPRIVILEGE_SOCIAL_NETWORK_SHARING ,&bUserAllowedToPost);
if(bUserAllowedToPost==FALSE)
{
return false;
}
}
}
return bUserAllowedToPost?true:false;
}
// Ensure this is only done after posting is complete.
void CSocialManager::DestroyMainPostImage()
{
delete [] m_PostImageParams.pFullImage;
m_PostImageParams.pFullImage=NULL;
m_dwMainImageBufferSize=0;
}
void CSocialManager::DestroyPreviewPostImage()
{
XPhysicalFree( (void *)m_PostPreviewImage.pBytes );
m_PostPreviewImage.pBytes = NULL;
}
void CSocialManager::SetSocialPostText(LPCWSTR pwchTitle, LPCWSTR pwchCaption, LPCWSTR pwchDesc)
{
wstring wTemp;
ZeroMemory(m_wchTitleA,sizeof(WCHAR)*(MAX_SOCIALPOST_CAPTION+1));
ZeroMemory(m_wchCaptionA,sizeof(WCHAR)*(MAX_SOCIALPOST_CAPTION+1));
ZeroMemory(m_wchDescA,sizeof(WCHAR)*(MAX_SOCIALPOST_DESC+1));
wTemp = pwchTitle;
memcpy(m_wchTitleA,wTemp.c_str(),wTemp.length()*sizeof(WCHAR));
wTemp = pwchCaption;
memcpy(m_wchCaptionA,wTemp.c_str(),wTemp.length()*sizeof(WCHAR));
wTemp = pwchDesc;
memcpy(m_wchDescA,wTemp.c_str(),wTemp.length()*sizeof(WCHAR));
}
bool CSocialManager::PostLinkToSocialNetwork( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect )
{
if ( m_eCurrState != eStateReady )
{
return false;
}
// Ensure title is actually allowed to post links ... should always be the case, but we have to check for TCR.
if ( IsTitleAllowedToPostLinks() == false )
{
//assert( false );
return false;
}
// Ensure dwUserIndex is sensible.
if ( dwUserIndex > 3 )
{
//assert( false );
return false;
}
// Store user index for award on successful post.
m_dwCurrRequestUser = dwUserIndex;
// Required for kinect only.
DWORD dwUserTrackingIndex = 0;
if ( bUsingKinect )
{
// WESTY - Will need a method to get this.
dwUserTrackingIndex = 0;
}
bool bResult = false;
// CreatePreviewImage();
// SDK social post flags....
// XSOCIAL_POST_USERGENERATEDCONTENT
// XSOCIAL_POST_KINECTCONTENT
// XSOCIAL_POST_GAMECONTENT
// XSOCIAL_POST_ACHIEVEMENTCONTENT
// XSOCIAL_POST_MEDIACONTENT
// 4J Stu - MessageText is not a member of the struct in the header of the latest XDK 20871.6
// The documentation hasn't changed though...
//m_PostLinkParams.MessageText = L"This is a test link post.";
m_PostLinkParams.TitleText = L"Test Title";
m_PostLinkParams.TitleURL = L"http:\\www.4jstudios.com";
m_PostLinkParams.PictureCaption = L"Test Picture Caption";
m_PostLinkParams.PictureDescription = L"Test Picture Description";
m_PostLinkParams.PictureURL = L"http:\\www.4jstudios.com";
m_PostLinkParams.PreviewImage = m_PostPreviewImage;
m_PostLinkParams.Flags = ( XSOCIAL_POST_GAMECONTENT | XSOCIAL_POST_USERGENERATEDCONTENT ); // WESTY: Need to set correct flags for content type.
m_PostLinkParams.Size = sizeof( m_PostLinkParams );
// BEGIN: Asyncronous function call version
DWORD dwResult;
XMemSet( &m_Overlapped, 0, sizeof(XOVERLAPPED) );
if ( bUsingKinect )
{
dwResult = XShowNuiSocialNetworkLinkPostUI( dwUserTrackingIndex, dwUserIndex, &( m_PostLinkParams ), &( m_Overlapped ) );
}
else // using normal controller UI
{
dwResult = XShowSocialNetworkLinkPostUI( dwUserIndex, &( m_PostLinkParams ), &( m_Overlapped ) );
}
switch( dwResult )
{
case ERROR_IO_PENDING:
bResult = true;
m_eCurrState = eStatePostingLink;
break;
case ERROR_FUNCTION_FAILED:
// Hmm ... why would it fail, and what are we meant to do about it? Get extended error code!?
DestroyMainPostImage();
DestroyPreviewPostImage();
//assert( false );
break;
default:
// Should never get in here.
DestroyMainPostImage();
DestroyPreviewPostImage();
assert( false );
break;
}
// END: Asyncronous function call version
return bResult;
}
bool CSocialManager::PostImageToSocialNetwork( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect )
{
if ( m_eCurrState != eStateReady )
{
return false;
}
// Ensure title is actually allowed to post images ... should always be the case, but we have to check for TCR.
if ( IsTitleAllowedToPostImages() == false )
{
//assert( false );
return false;
}
// Ensure dwUserIndex is sensible.
if ( dwUserIndex > 3 )
{
//assert( false );
return false;
}
// Store user index for award on successful post.
m_dwCurrRequestUser = dwUserIndex;
// Required for kinect only.
DWORD dwUserTrackingIndex = 0;
if ( bUsingKinect )
{
// WESTY - Will need a method to get this.
dwUserTrackingIndex = 0;
}
bool bResult = false;
PBYTE pbData=NULL;
DWORD dwDataSize;
app.GetScreenshot(dwUserIndex,&pbData,&dwDataSize);
app.GetPreviewImage(dwUserIndex,&m_PostPreviewImage);
// SDK social post flags....
// XSOCIAL_POST_USERGENERATEDCONTENT
// XSOCIAL_POST_KINECTCONTENT
// XSOCIAL_POST_GAMECONTENT
// XSOCIAL_POST_ACHIEVEMENTCONTENT
// XSOCIAL_POST_MEDIACONTENT
// 4J Stu - MessageText is not a member of the struct in the header of the latest XDK 20871.6
// The documentation hasn't changed though...
//m_PostImageParams.MessageText = L"This is a test image post.";
m_PostImageParams.TitleText = m_wchTitleA;
m_PostImageParams.PictureCaption = m_wchCaptionA;
m_PostImageParams.PictureDescription = m_wchDescA;
m_PostImageParams.PreviewImage = m_PostPreviewImage;
m_PostImageParams.Flags = ( XSOCIAL_POST_GAMECONTENT | XSOCIAL_POST_USERGENERATEDCONTENT ); // WESTY: Need to set correct flags for content type.
m_PostImageParams.pFullImage = pbData;//m_pMainImageBuffer;
m_PostImageParams.FullImageByteCount = dwDataSize;//m_dwMainImageBufferSize;
m_PostImageParams.Size = sizeof( m_PostImageParams );
// BEGIN: Asyncronous function call version
DWORD dwResult;
XMemSet( &m_Overlapped, 0, sizeof(XOVERLAPPED) );
if ( bUsingKinect )
{
dwResult = XShowNuiSocialNetworkImagePostUI( dwUserTrackingIndex, dwUserIndex, &( m_PostImageParams ), &( m_Overlapped ) );
}
else // using normal controller UI
{
dwResult = XShowSocialNetworkImagePostUI( dwUserIndex, &( m_PostImageParams ), &( m_Overlapped ) );
}
switch( dwResult )
{
case ERROR_IO_PENDING:
bResult = true;
m_eCurrState = eStatePostingImage;
break;
case ERROR_FUNCTION_FAILED:
// Hmm ... why would it fail, and what are we meant to do about it? Get extended error code!?
DestroyMainPostImage();
DestroyPreviewPostImage();
//assert( false );
break;
default:
// Should never get in here.
DestroyMainPostImage();
DestroyPreviewPostImage();
assert( false );
break;
}
// END: Asyncronous function call version
return bResult;
}
// WESTY : Not sure if we even need to get social access key!
/*
// It is unclear from the sdk docs what this is actually used for.
// So far we have only created a syncronous version of this function, and the xbox functionality does not seem to work yet!
bool CSocialManager::GetSocialNetworkAccessKey( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect, DWORD dwUserTrackingIndex, bool bShowNetworkSignin )
{
bool bReturn = false;
DWORD dwResult;
// Ensure that we free any previously used access key buffer.
if ( m_pAccessKeyText != NULL )
{
delete [] m_pAccessKeyText;
m_pAccessKeyText = NULL;
}
// Get social network ID and permissions.
DWORD dwSocialNetworkID = kaSocialNetworkIDS[ eSocialNetwork ];
LPCWSTR pRequiredPermissions = kaSocialNetworkRequiredPermissions[ eSocialNetwork ];
// Allocate buffer for social network access key text.
m_dwAccessKeyTextSize = kDefaultAccessKeyTextSize;
m_pAccessKeyText = new wchar_t [ m_dwAccessKeyTextSize ];
if ( bShowNetworkSignin )
{
if ( bUsingKinect )
{
dwResult = XShowNuiSocialGetUserToken( dwUserTrackingIndex, dwUserIndex, dwSocialNetworkID, pRequiredPermissions, m_pAccessKeyText, &( m_dwAccessKeyTextSize ), NULL );
// If buffer for key text was not large enough, reallocate buffer that is large enough and try again.
if ( dwResult == ERROR_INSUFFICIENT_BUFFER )
{
delete [] m_pAccessKeyText;
m_pAccessKeyText = new wchar_t[ m_dwAccessKeyTextSize ];
dwResult = XShowNuiSocialGetUserToken( dwUserTrackingIndex, dwUserIndex, dwSocialNetworkID, pRequiredPermissions, m_pAccessKeyText, &( m_dwAccessKeyTextSize ), NULL );
}
}
else // using standard controller interface.
{
dwResult = XShowSocialGetUserToken( dwUserIndex, dwSocialNetworkID, pRequiredPermissions, m_pAccessKeyText, &( m_dwAccessKeyTextSize ), NULL );
// If buffer for key text was not large enough, reallocate buffer that is large enough and try again.
if ( dwResult == ERROR_INSUFFICIENT_BUFFER )
{
delete [] m_pAccessKeyText;
m_pAccessKeyText = new wchar_t[ m_dwAccessKeyTextSize ];
dwResult = XShowSocialGetUserToken( dwUserIndex, dwSocialNetworkID, pRequiredPermissions, m_pAccessKeyText, &( m_dwAccessKeyTextSize ), NULL );
}
}
}
else // we are trying to obtain cached user access key.
{
dwResult = XSocialGetUserToken( dwUserIndex, dwSocialNetworkID, pRequiredPermissions, m_pAccessKeyText, &( m_dwAccessKeyTextSize ), NULL );
// If buffer for key text was not large enough, reallocate buffer that is large enough and try again.
if ( dwResult == ERROR_INSUFFICIENT_BUFFER )
{
delete [] m_pAccessKeyText;
m_pAccessKeyText = new wchar_t[ m_dwAccessKeyTextSize ];
dwResult = XSocialGetUserToken( dwUserIndex, dwSocialNetworkID, pRequiredPermissions, m_pAccessKeyText, &( m_dwAccessKeyTextSize ), NULL );
}
}
// Check result.
if ( dwResult != ERROR_SUCCESS )
{
switch( dwResult )
{
// ERROR_OUT_MEMORY does not seem to exist, despite being mentioned in the XDK docs.
//case ERROR_OUT_MEMORY:
// // Not much we can do about this?!
// assert( false );
// break;
case ERROR_INVALID_PARAMETER:
// dwUserIndex or dwSocialNetworkID are incorrect!
assert( false );
break;
case ERROR_ACCESS_DENIED:
// Either no user is signed in, or title not allowed to use social posting (the latter should never occur!).
break;
case ERROR_FUNCTION_FAILED:
// dwTrackingID is not valid. Kinect only. Not sure what we would do about this one?
assert( false );
break;
case ERROR_INSUFFICIENT_BUFFER:
// This should not be possible, we already resized the buffer and retried if it was too small.
assert( false );
break;
case ERROR_GRACEFUL_DISCONNECT:
// User disconnected before process was complete.
break;
case ERROR_CANCELLED:
// User cancelled the request.
break;
case ERROR_BAD_NET_RESP:
// Error in access, or some kind of network related error.
// Need to display warning??
assert( false );
break;
default:
// Should never get here.
assert( false );
break;
}
}
else // success
{
bReturn = true;
}
return bReturn;
}
*/
// WESTY : Not sure if we even need to get social access key!
/*
// It is unclear from the sdk docs what this is actually used for.
// So far we have only created a syncronous version of this function, and the xbox functionality does not seem to work yet!
bool CSocialManager::ObtainSocialNetworkAccessKey( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect )
{
if ( m_eCurrState != eStateReady )
{
return false;
}
// Ensure dwUserIndex is sensible.
if ( dwUserIndex > 3 )
{
assert( false );
return false;
}
// Kinect user tracking index.
DWORD dwUserTrackingIndex = 0;
if ( bUsingKinect )
{
// WESTY - Will need a method to get this.
dwUserTrackingIndex = 0;
}
// Try first of all to obtain cached user key.
bool bSocialNetworkAccessKeyAvailable = GetSocialNetworkAccessKey( eSocialNetwork, dwUserIndex, bUsingKinect, dwUserTrackingIndex, false );
if ( bSocialNetworkAccessKeyAvailable == false )
{
// No chached user key, so we will try the UI version to signin to social network?
bSocialNetworkAccessKeyAvailable = GetSocialNetworkAccessKey( eSocialNetwork, dwUserIndex, bUsingKinect, dwUserTrackingIndex, true );
}
return bSocialNetworkAccessKeyAvailable;
}
*/

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//
// Class to handle and manage integration with social networks.
// 4J Studios Ltd, 2011.
// Andy West
//
#ifndef _SOCIAL_MANAGER_H
#define _SOCIAL_MANAGER_H
#include <xsocialpost.h>
#define MAX_SOCIALPOST_CAPTION 60
#define MAX_SOCIALPOST_DESC 100
// XDK only provides for facebook so far. Others may follow!?
enum ESocialNetwork
{
eFacebook = 0,
eNumSocialNetworks
};
// Class follows singleton design pattern.
class CSocialManager
{
private:
// Default constructor, copy constructor and assignment operator are all private.
CSocialManager();
CSocialManager( const CSocialManager& );
CSocialManager& operator= ( const CSocialManager& );
// Static private instance.
static CSocialManager* m_pInstance;
// Bitset of title posting capability flags ( XSOCIAL_CAPABILITY_POSTIMAGE, XSOCIAL_CAPABILITY_POSTLINK ).
DWORD m_dwSocialPostingCapability;
// Index of user who made current active request.
DWORD m_dwCurrRequestUser;
// WESTY : Not sure if we even need to get social access key!
/*
// Size of the social network access key text buffer.
DWORD m_dwAccessKeyTextSize;
// Pointer to the social network access key text buffer.
LPWSTR m_pAccessKeyText;
*/
// The various states of the manager.
enum EState
{
eStateUnitialised = 0,
eStateReady,
eStateGetPostingCapability,
eStatePostingImage,
eStatePostingLink,
};
// Current state that manager is in.
EState m_eCurrState;
// For xsocial asyncronous operations.
XOVERLAPPED m_Overlapped;
DWORD m_dwOverlappedResultCode;
// Social post preview image struct.
XSOCIAL_PREVIEWIMAGE m_PostPreviewImage;
// Social post image params.
XSOCIAL_IMAGEPOSTPARAMS m_PostImageParams;
// Social post link params.
XSOCIAL_LINKPOSTPARAMS m_PostLinkParams;
// Image details for posting an image to social network.
unsigned char* m_pMainImageBuffer;
DWORD m_dwMainImageBufferSize;
void DestroyMainPostImage();
void DestroyPreviewPostImage();
// WESTY : Not sure if we even need to get social access key!
/*
bool GetSocialNetworkAccessKey( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect, DWORD dwUserTrackingIndex, bool bShowNetworkSignin );
*/
public:
// Retrieve singleton instance.
static CSocialManager* Instance();
// To be called once during game init.
void Initialise();
// Tick the social manager. Only does anything in async mode, polls for results of async actions.
void Tick();
// May need to be called if something changes (i.e. player signs in to live ).
bool RefreshPostingCapability();
// Returns true if any social newtork posting is allowed by us, false if not (if false, game must not display any social network UI).
bool IsTitleAllowedToPostAnything();
// Returns true if we are allowed to post images to social networks.
bool IsTitleAllowedToPostImages();
// Returns true if we are allowed to post links to social networks.
bool IsTitleAllowedToPostLinks();
// Returns false if any of the live signed in users have disabled XPRIVILEGE_SOCIAL_NETWORK_SHARING
bool AreAllUsersAllowedToPostImages();
// Post a test link to social network.
bool PostLinkToSocialNetwork( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect );
// Post a test image to social network.
bool PostImageToSocialNetwork( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect );
void SetSocialPostText(LPCWSTR Title, LPCWSTR Caption, LPCWSTR Desc);
// WESTY : Not sure if we even need to get social access key!
/*
// We do not currently know what this is used for. We may not even need it?
bool ObtainSocialNetworkAccessKey( ESocialNetwork eSocialNetwork, DWORD dwUserIndex, bool bUsingKinect );
*/
private:
WCHAR m_wchTitleA[MAX_SOCIALPOST_CAPTION+1];
WCHAR m_wchCaptionA[MAX_SOCIALPOST_CAPTION+1];
WCHAR m_wchDescA[MAX_SOCIALPOST_DESC+1];
};
#endif //_SOCIAL_MANAGER_H