* fix saving issue & multiple username implementations * Update README.md Updated the method for overriding in-game username from '-name' to 'username.txt'. * remove unused include i forgot to get rid of while testing
129 lines
5.4 KiB
C++
129 lines
5.4 KiB
C++
#pragma once
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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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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( DWORD dwTitleID,
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DWORD dwOfferID,
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unsigned short usProfileVersion,
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UINT uiProfileValuesC,
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UINT uiProfileSettingsC,
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DWORD *pdwProfileSettingsA,
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int iGameDefinedDataSizeX4,
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unsigned int *puiGameDefinedDataChangedBitmask);
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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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bool GetChatAndContentRestrictions(int iPad,bool *pbChatRestricted,bool *pbContentRestricted,int *piAge);
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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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void ShowProfileCard(int iPad, PlayerUID targetUid);
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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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// SYS
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int GetPrimaryPad();
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void SetPrimaryPad(int iPad);
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const char* GetGamertag(int iPad);
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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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// 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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// 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 SetCurrentGameActivity(int iPad,int iNewPresence, bool bSetOthersToIdle=false);
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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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