Files
UnrealEngineUWP/Engine/Source/Developer/FriendsAndChat/Private/Models/FriendRecentPlayerItem.cpp
Sam Zamani 1b67c18e41 Merging using UE4-Fortnite-To-UE4
#friends ui
- refactor to treat online,away,offline as unique states

[CL 2360991 by Sam Zamani in Main branch]
2014-11-14 19:13:52 -05:00

119 lines
2.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "FriendsAndChatPrivatePCH.h"
#include "FriendRecentPlayerItems.h"
// FFriendStruct implementation
const TSharedPtr< FOnlineFriend > FFriendRecentPlayerItem::GetOnlineFriend() const
{
return nullptr;
}
const TSharedPtr< FOnlineUser > FFriendRecentPlayerItem::GetOnlineUser() const
{
return nullptr;
}
const FString FFriendRecentPlayerItem::GetName() const
{
if(OnlineUser.IsValid())
{
return OnlineUser->GetDisplayName();
}
return RecentPlayer->GetDisplayName();
}
const FText FFriendRecentPlayerItem::GetFriendLocation() const
{
return FText::GetEmpty();
}
const FString FFriendRecentPlayerItem::GetClientId() const
{
return TEXT("");
}
const bool FFriendRecentPlayerItem::IsOnline() const
{
return false;
}
EOnlinePresenceState::Type FFriendRecentPlayerItem::GetOnlineStatus() const
{
return EOnlinePresenceState::Offline;
}
const TSharedRef< FUniqueNetId > FFriendRecentPlayerItem::GetUniqueID() const
{
return RecentPlayer->GetUserId();
}
const EFriendsDisplayLists::Type FFriendRecentPlayerItem::GetListType() const
{
return EFriendsDisplayLists::GameInviteDisplay;
}
void FFriendRecentPlayerItem::SetOnlineFriend( TSharedPtr< FOnlineFriend > InOnlineFriend )
{
}
void FFriendRecentPlayerItem::SetOnlineUser(TSharedPtr< FOnlineUser > InOnlineUser)
{
OnlineUser = InOnlineUser;
}
void FFriendRecentPlayerItem::ClearUpdated()
{
}
bool FFriendRecentPlayerItem::IsUpdated()
{
return false;
}
void FFriendRecentPlayerItem::SetPendingAccept()
{
}
bool FFriendRecentPlayerItem::IsPendingAccepted() const
{
return false;
}
bool FFriendRecentPlayerItem::IsGameRequest() const
{
return false;
}
bool FFriendRecentPlayerItem::IsGameJoinable() const
{
return false;
}
FString FFriendRecentPlayerItem::GetGameSessionId() const
{
return FString();
}
void FFriendRecentPlayerItem::SetPendingInvite()
{
}
void FFriendRecentPlayerItem::SetPendingDelete()
{
}
bool FFriendRecentPlayerItem::IsPendingDelete() const
{
return false;
}
EInviteStatus::Type FFriendRecentPlayerItem::GetInviteStatus()
{
return EInviteStatus::Unknown;
}
#undef LOCTEXT_NAMESPACE