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Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over. #codereview Robert.Manuszewski [CL 2481343 by Jaroslaw Palczynski in Main branch]
48 lines
1.6 KiB
C++
48 lines
1.6 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OnlineBlueprintCallProxyBase.h"
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#include "QueryLiveStreamsCallbackProxy.generated.h"
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USTRUCT( BlueprintType )
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struct FBlueprintLiveStreamInfo
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{
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GENERATED_USTRUCT_BODY()
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/** Name of the game that is streaming */
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UPROPERTY( EditAnywhere, Category="LiveStreaming" )
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FString GameName;
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/** The title of the stream itself */
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UPROPERTY( EditAnywhere, Category="LiveStreaming" )
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FString StreamName;
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/** URL for the stream */
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UPROPERTY( EditAnywhere, Category="LiveStreaming" )
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FString URL;
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams( FOnQueryLiveStreamsCompleted, const TArray<FBlueprintLiveStreamInfo>&, LiveStreams, bool, bWasSuccessful );
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UCLASS()
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class UQueryLiveStreamsCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the asynchronous request for live streams completes, passing along the list of live streams currently active, along with a boolean value that indicates whether the request was successful at all
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UPROPERTY( BlueprintAssignable )
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FOnQueryLiveStreamsCompleted OnQueriedLiveStreams;
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/** Requests a list of live internet streams for the specified game name. This will usually hit the internet so it could take a second or two. */
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UFUNCTION( BlueprintCallable, Category="LiveStreaming", meta=( BlueprintInternalUseOnly="true" ) )
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static UQueryLiveStreamsCallbackProxy* QueryLiveStreams( const FString& GameName );
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/** UOnlineBlueprintCallProxyBase interface */
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virtual void Activate() override;
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protected:
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/** Name of the game that we're querying about */
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FString GameName;
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}; |