#pragma once // 4J Stu - Enums as defined by the common Sentient telemetry format //################################## // DO NOT CHANGE ANY OF THESE VALUES //################################## /************************************* AudioSettings ************************************* Are players changing default audio settings? */ enum ESen_AudioSettings { eSen_AudioSettings_Undefined = 0, eSen_AudioSettings_Off = 1, eSen_AudioSettings_On_Default = 2, eSen_AudioSettings_On_CustomSetting = 3, }; /************************************* CompeteOrCoop ************************************* Indicates whether players are playing a cooperative mode or a competitive mode. */ enum ESen_CompeteOrCoop { eSen_CompeteOrCoop_Undefined = 0, eSen_CompeteOrCoop_Cooperative = 1, eSen_CompeteOrCoop_Competitive = 2, eSen_CompeteOrCoop_Coop_and_Competitive = 3, }; /************************************* DefaultGameControls ************************************* This is intended to capture whether players played using default control scheme or customized the control scheme. */ enum ESen_DefaultGameControls { eSen_DefaultGameControls_Undefined = 0, eSen_DefaultGameControls_Default_controls = 1, eSen_DefaultGameControls_Custom_controls = 2, }; /************************************* DifficultyLevel ************************************* An in-game setting that differentiates the challenge imposed on the user. Normalized to a standard 5-point scale. */ enum ESen_DifficultyLevel { eSen_DifficultyLevel_Undefined = 0, eSen_DifficultyLevel_Easiest = 1, eSen_DifficultyLevel_Easier = 2, eSen_DifficultyLevel_Normal = 3, eSen_DifficultyLevel_Harder = 4, eSen_DifficultyLevel_Hardest = 5, }; /************************************* GameInputType ************************************* Used to determine the different modes of input used in the game. For gamepad/keyboard/mouse usage, it is not necessary to call this for every single input. Also, if polling is used, calling this event occasionally may also work. */ enum ESen_GameInputType { eSen_GameInputType_Undefined = 0, eSen_GameInputType_Xbox_Controller = 1, eSen_GameInputType_Gesture = 2, eSen_GameInputType_Voice = 3, eSen_GameInputType_Voice_and_Gesture_Together = 4, eSen_GameInputType_Touch = 5, eSen_GameInputType_Keyboard = 6, eSen_GameInputType_Mouse = 7, }; /************************************* LevelExitStatus ************************************* Indicates whether the player successfully completed the level. Critical for understanding the difficulty of a game with checkpoints or saves. */ enum ESen_LevelExitStatus { eSen_LevelExitStatus_Undefined = 0, eSen_LevelExitStatus_Exited = 1, eSen_LevelExitStatus_Succeeded = 2, eSen_LevelExitStatus_Failed = 3, }; /************************************* License ************************************* Differentiates trial/demo from full purchased titles */ enum ESen_License { eSen_License_Undefined = 0, eSen_License_Trial_or_Demo = 1, eSen_License_Full_Purchased_Title = 2, }; /************************************* MediaDestination ************************************* Tracks where media is uploaded to (like facebook) */ enum ESen_MediaDestination { ESen_MediaDestination_Undefined = 0, ESen_MediaDestination_Kinect_Share = 1, ESen_MediaDestination_Facebook = 2, ESen_MediaDestination_YouTube = 3, ESen_MediaDestination_Other = 4 }; /************************************* MediaType ************************************* Used to capture the type of media players are uploading to KinectShare */ enum ESen_MediaType { eSen_MediaType_Undefined = 0, eSen_MediaType_Picture = 1, eSen_MediaType_Video = 2, eSen_MediaType_Other_UGC = 3, }; /************************************* SingleOrMultiplayer ************************************* Indicates whether the game is being played in single or multiplayer mode and whether multiplayer is being played locally or over live. */ enum ESen_SingleOrMultiplayer { eSen_SingleOrMultiplayer_Undefined = 0, eSen_SingleOrMultiplayer_Single_Player = 1, eSen_SingleOrMultiplayer_Multiplayer_Local = 2, eSen_SingleOrMultiplayer_Multiplayer_Live = 3, eSen_SingleOrMultiplayer_Multiplayer_Both_Local_and_Live = 4, }; /************************************* FriendOrMatch ************************************* Are players playing with friends or were they matched? */ enum ESen_FriendOrMatch { eSen_FriendOrMatch_Undefined = 0, // (use if a single player game) eSen_FriendOrMatch_Playing_With_Invited_Friends = 1, eSen_FriendOrMatch_Playing_With_Match_Made_Opponents = 2, eSen_FriendOrMatch_Playing_With_Both_Friends_And_Matched_Opponents = 3, eSen_FriendOrMatch_Joined_Through_An_Xbox_Live_Party = 4, eSen_FriendOrMatch_Joined_Through_An_In_Game_Party = 5, }; /************************************* UpsellID ************************************* Which upsell has been presented? */ enum ESen_UpsellID { eSen_UpsellID_Undefined = 0, eSen_UpsellID_Full_Version_Of_Game = 1, // Added TU3 eSet_UpsellID_Skin_DLC = 2, eSet_UpsellID_Texture_DLC = 3, //2-max= Up to game }; /************************************* UpsellOutcome ************************************* What was the outcome of the upsell? */ enum ESen_UpsellOutcome { eSen_UpsellOutcome_Undefined = 0, eSen_UpsellOutcome_Accepted = 1, eSen_UpsellOutcome_Declined = 2, eSen_UpsellOutcome_Went_To_Guide = 3, eSen_UpsellOutcome_Other = 4, };