163 lines
6.8 KiB
C++
163 lines
6.8 KiB
C++
#pragma once
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namespace WXAMS = Windows::Xbox::ApplicationModel::Store;
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namespace WXS = Windows::Xbox::System;
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namespace MXS = Microsoft::Xbox::Services;
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enum eAwardType
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{
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eAwardType_Achievement = 0,
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eAwardType_GamerPic,
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eAwardType_Theme,
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eAwardType_AvatarItem,
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};
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enum eUpsellType
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{
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eUpsellType_Custom = 0, // This is the default, and means that the upsell dialog was initiated in the app code
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eUpsellType_Achievement,
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eUpsellType_GamerPic,
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eUpsellType_Theme,
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eUpsellType_AvatarItem,
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};
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enum eUpsellResponse
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{
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eUpsellResponse_Declined,
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eUpsellResponse_Accepted_NoPurchase,
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eUpsellResponse_Accepted_Purchase,
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};
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// Public version of PlayerUID that hides any C++/Cx functions
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class PlayerUID
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{
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protected:
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std::wstring m_UID;
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public:
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class Hash
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{
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public:
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std::size_t operator()(PlayerUID const& k) const;
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};
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PlayerUID();
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PlayerUID(std::wstring fromString);
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bool operator==(const PlayerUID &rhs) const;
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bool operator!=(const PlayerUID &rhs);
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std::wstring toString() const;
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};
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typedef PlayerUID *PPlayerUID;
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class C_4JProfile
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{
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public:
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struct PROFILESETTINGS
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{
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int iYAxisInversion;
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int iControllerSensitivity;
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int iVibration;
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bool bSwapSticks;
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};
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// 4 players have game defined data, puiGameDefinedDataChangedBitmask needs to be checked by the game side to see if there's an update needed - it'll have the bits set for players to be updated
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void Initialise( const std::wstring &serviceConfigId, const std::wstring &titleProductId );
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//void SetTrialTextStringTable(CXuiStringTable *pStringTable,int iAccept,int iReject);
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void SetTrialAwardText(eAwardType AwardType,int iTitle,int iText); // achievement popup in the trial game
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int GetLockedProfile();
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void SetLockedProfile(int iProf);
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bool IsSignedIn(int iQuadrant);
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bool IsSignedInLive(int iProf);
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bool IsGuest(int iQuadrant);
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UINT RequestSignInUI(bool bFromInvite,bool bLocalGame,bool bNoGuestsAllowed,bool bMultiplayerSignIn,bool bAddUser, int( *Func)(LPVOID,const bool, const int iPad),LPVOID lpParam,int iQuadrant=XUSER_INDEX_ANY);
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UINT DisplayOfflineProfile(int( *Func)(LPVOID,const bool, const int iPad),LPVOID lpParam,int iQuadrant=XUSER_INDEX_ANY);
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UINT RequestConvertOfflineToGuestUI(int( *Func)(LPVOID,const bool, const int iPad),LPVOID lpParam,int iQuadrant=XUSER_INDEX_ANY);
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void SetPrimaryPlayerChanged(bool bVal);
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bool QuerySigninStatus(void);
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void GetXUID(int iPad, PlayerUID *pXuid,bool bOnlineXuid);
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BOOL AreXUIDSEqual(PlayerUID xuid1,PlayerUID xuid2);
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BOOL XUIDIsGuest(PlayerUID xuid);
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bool AllowedToPlayMultiplayer(int iProf);
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void StartTrialGame(); // disables saves and leaderboard, and change state to readyforgame from pregame
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void AllowedPlayerCreatedContent(int iPad, bool thisQuadrantOnly, BOOL *allAllowed, BOOL *friendsAllowed);
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BOOL CanViewPlayerCreatedContent(int iPad, bool thisQuadrantOnly, PPlayerUID pXuids, DWORD dwXuidCount );
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bool GetProfileAvatar(int iPad,int( *Func)(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes), LPVOID lpParam);
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void CancelProfileAvatarRequest();
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void ShowProfileCard(int iPad, PlayerUID targetUid);
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void ShowAddFriend(int iPad, PlayerUID targetUid);
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void CheckPrivilege(int iPad, bool thisQuadrantOnly, WXAMS::KnownPrivileges privilege, void( *Func)(LPVOID, bool, int),LPVOID lpParam);
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void CheckPrivileges(int iPad, bool thisQuadrantOnly, const std::vector<WXAMS::KnownPrivileges> &privileges, void( *Func)(LPVOID, bool, int),LPVOID lpParam);
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// Some helper functions to wrap common combinations of privileges
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void CheckMultiplayerPrivileges(int iPad, bool thisQuadrantOnly, void( *Func)(LPVOID, bool, int),LPVOID lpParam);
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// SYS
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WXS::User^ GetUser(int iPad, bool incUsersSigningOut = false);
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int GetPrimaryPad();
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void SetPrimaryPad(int iPad);
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int AddGamepadToGame(int iPad);
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void RemoveGamepadFromGame(int iPad);
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void ClearGameUsers();
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char* GetGamertag(int iPad);
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std::wstring GetDisplayName(int iPad);
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bool IsFullVersion();
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void SetSignInChangeCallback(void ( *Func)(LPVOID, bool, unsigned int),LPVOID lpParam);
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void SetNotificationsCallback(void ( *Func)(LPVOID, DWORD, unsigned int),LPVOID lpParam);
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bool RegionIsNorthAmerica(void);
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bool LocaleIsUSorCanada(void);
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HRESULT GetLiveConnectionStatus();
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bool IsSystemUIDisplayed();
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void SetProfileReadErrorCallback(void ( *Func)(LPVOID), LPVOID lpParam);
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void CompleteDeferredSignouts();
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void SetDeferredSignoutEnabled(bool enabled);
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// PROFILE DATA
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//int SetDefaultOptionsCallback(int( *Func)(LPVOID,PROFILESETTINGS *, const int iPad),LPVOID lpParam);
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//int SetOldProfileVersionCallback(int( *Func)(LPVOID,unsigned char *, const unsigned short,const int),LPVOID lpParam);
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//PROFILESETTINGS * GetDashboardProfileSettings(int iPad);
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//void WriteToProfile(int iQuadrant, bool bGameDefinedDataChanged=false, bool bOverride5MinuteLimitOnProfileWrites=false);
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//void ForceQueuedProfileWrites(int iPad=XUSER_INDEX_ANY);
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//void *GetGameDefinedProfileData(int iQuadrant);
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void ResetProfileProcessState(); // after a sign out from the primary player, call this
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void Tick( void );
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void GetProfile(PlayerUID xuid, void (*func)(LPVOID, Microsoft::Xbox::Services::Social::XboxUserProfile^), LPVOID param);
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void GetProfiles(std::vector<PlayerUID> xuids, void (*func)(LPVOID, std::vector<Microsoft::Xbox::Services::Social::XboxUserProfile^>), LPVOID param);
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// ACHIEVEMENTS & AWARDS
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//void RegisterAward(int iAwardNumber,int iGamerconfigID, eAwardType eType, bool bLeaderboardAffected=false,
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// CXuiStringTable*pStringTable=NULL, int iTitleStr=-1, int iTextStr=-1, int iAcceptStr=-1, char *pszThemeName=NULL, unsigned int uiThemeSize=0L);
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//int GetAwardId(int iAwardNumber);
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eAwardType GetAwardType(int iAwardNumber);
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bool CanBeAwarded(int iQuadrant, int iAwardNumber);
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void Award(int iQuadrant, int iAwardNumber, bool bForce=false);
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//bool IsAwardsFlagSet(int iQuadrant, int iAward);
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// RICH PRESENCE
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//void RichPresenceInit(int iPresenceCount, int iContextCount);
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//void RegisterRichPresenceContext(int iGameConfigContextID);
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//void SetRichPresenceContextValue(int iPad,int iContextID, int iVal);
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void RegisterPresence(int presenceId, const std::wstring &presence);
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void SetCurrentGameActivity(int iPad,int iNewPresence, bool bSetOthersToIdle=false);
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void SetGameActivityForAllActiveUsers(int iNewPresence);
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// PURCHASE
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void DisplayFullVersionPurchase(bool bRequired, int iQuadrant, int iUpsellParam = -1);
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void SetUpsellCallback(void ( *Func)(LPVOID lpParam, eUpsellType type, eUpsellResponse response, int iUserData),LPVOID lpParam);
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// Debug
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void SetDebugFullOverride(bool bVal); // To override the license version (trail/full). Only in debug/release, not ContentPackage
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};
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// Singleton
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extern C_4JProfile ProfileManager;
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