Jam-Teacher/Plugins/GamejoltAPI/Source/GameJoltPlugin/Classes/UEGameJoltAPI.h
2020-08-05 20:43:54 +02:00

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26 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Interfaces/IHttpRequest.h"
#include "Serialization/JsonSerializer.h"
#include "Serialization/JsonWriter.h"
#include "Dom/JsonValue.h"
#include "UEGameJoltAPI.generated.h"
/* Represents all possible requests */
UENUM(BlueprintType)
enum class EGameJoltComponentEnum : uint8
{
GJ_USER_AUTH UMETA(DisplayName = "Authorize User"),
GJ_USER_AUTOLOGIN UMETA(DisplayName = "Automatic Login"),
GJ_USER_FETCH UMETA(DisplayName = "Fetch Current User"),
GJ_USERS_FETCH UMETA(DisplayName = "Fetch Users"),
GJ_USER_FRIENDLIST UMETA(DisplayName = "Fetch Friendlist"),
GJ_SESSION_OPEN UMETA(DisplayName = "Open Session"),
GJ_SESSION_PING UMETA(DisplayName = "Ping Session"),
GJ_SESSION_CLOSE UMETA(DisplayName = "Close Session"),
GJ_SESSION_CHECK UMETA(DisplayName = "Check Session"),
GJ_TROPHIES_FETCH UMETA(DisplayName = "Fetch Trophies"),
GJ_TROPHIES_ADD UMETA(DisplayName = "Reward Trophy"),
GJ_TROHIES_REMOVE UMETA(DisplayName = "Remove Rewarded Trophy"),
GJ_SCORES_FETCH UMETA(DisplayName = "Fetch Scores"),
GJ_SCORES_ADD UMETA(DisplayName = "Add Score"),
GJ_SCORES_TABLE UMETA(DisplayName = "Fetch Tables"),
GJ_SCORES_RANK UMETA(DisplayName = "Fetch Rank of Highscore"),
GJ_DATASTORE_FETCH UMETA(DisplayName = "Fetch Data"),
GJ_DATASTORE_SET UMETA(DisplayName = "Set Data"),
GJ_DATASTORE_UPDATE UMETA(DisplayName = "Update Data"),
GJ_DATASTORE_REMOVE UMETA(DisplayName = "Fetch Keys"),
GJ_OTHER UMETA(DisplayName = "Other"),
GJ_TIME UMETA(DisplayName = "Fetch Server Time")
};
/* Represents the possible selections for "Fetch Trophies" (all, achieved, unachieved) */
UENUM(BlueprintType)
enum class EGameJoltAchievedTrophies : uint8
{
GJ_ACHIEVEDTROPHY_BLANK UMETA(DisplayName = "All Trophies"),
GJ_ACHIEVEDTROPHY_USER UMETA(DisplayName = "User Achieved Trophies"),
GJ_ACHIEVEDTROPHY_GAME UMETA(DisplayName = "Unachieved Trophies")
};
/** Represents the possible values for the status of a session
* https://gamejolt.com/game-api/doc/sessions/ping
*/
UENUM(BlueprintType)
enum class ESessionStatus : uint8
{
Active,
Idle
};
UENUM(BlueprintType)
enum class EDataStore : uint8
{
Global,
User
};
UENUM(BlueprintType)
enum class EDataOperation : uint8
{
add UMETA(DisplayName = "Add"),
substract UMETA(DisplayName = "Substract"),
multiply UMETA(DisplayName = "Multiply"),
divide UMETA(DisplayName = "Divide"),
append UMETA(DisplayName = "Append"),
prepend UMETA(DisplayName = "Prepend")
};
/* Contains all available information about a user */
USTRUCT(BlueprintType)
struct FUserInfo
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User ID")
int32 S_User_ID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User type")
FString User_Type;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Username")
FString User_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Avatar")
FString User_AvatarURL;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Signed up")
FString Signed_up;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Last Logged in")
FString Last_Logged_in;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "User Status")
FString status;
};
/* Contains all information about a trophy */
USTRUCT(BlueprintType)
struct FTrophyInfo
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy ID")
int32 Trophy_ID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Name")
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Description")
FString Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Difficulty")
FString Difficulty;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trophy's Image URL")
FString image_url;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Achieved Time")
FString achieved;
};
/* Contains all information about an entry in a scoreboard */
USTRUCT(BlueprintType)
struct FScoreInfo
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString ScoreString;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 ScoreSort;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString ExtraData;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString UserName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 UserID;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Guest;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString UnixTimestamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
struct FDateTime TimeStamp;
FScoreInfo()
{
TimeStamp = FDateTime::Now();
ScoreSort = 0;
UserID = 0;
}
};
/* Contains all information about a scoreboard */
USTRUCT(BlueprintType)
struct FScoreTableInfo
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table ID")
int32 Id;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table Name")
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table Description")
FString Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scoreboard Table Primary")
FString Primary;
};
/* Generates a delegate for the OnGetResult event */
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnGetResult);
/* Generates a delegate for the OnFailed event */
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnFailed);
#pragma region Specific Delegate Declaration
/* Authorize User */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnUserAuthorized, bool, bIsLoggedIn);
/* Automatic Login */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAutoLogin, bool, bIsLoggedIn);
/* Get Current User Info */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnUserFetched, FUserInfo, CurrentUserInfo);
/* Get User Info*/
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnUsersFetched, const TArray<FUserInfo>&, UserInfo);
/* Get Friendlist */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFriendlistFetched, const TArray<int32>&, Friendlist);
/* Open Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionOpened, bool, bIsSessionOpen);
/* Ping Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionPinged, bool, bIsSessionStillOpen);
/* Close Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionClosed, bool, bIsSessionClosed);
/* Check Session */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionChecked, bool, bIsSessionStillOpen);
/* Fetch Trophies */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTrophiesFetched, TArray<FTrophyInfo>, Trophies);
/* Remove Trophy */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTrophyRemoved, bool, bWasRemoved);
/* Add Score */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreAdded, bool, bWasScoreAdded);
/* Fetch Scoreboard */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreboardFetched, const TArray<FScoreInfo>&, Scores);
/* Fetch Scoreboard Table */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreboardTableFetched, TArray<FScoreTableInfo>, ScoreboardTable);
/* Fetch High-Score Rank */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnRankFetched, int32, Rank);
/* Fetch Time */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTimeFetched, struct FDateTime, ServerTime);
#pragma endregion
/**
* Class to use the GameJoltAPI
* Is also internally used by an UUEGameJoltAPI instance as a carrier for response data
*/
UCLASS(BlueprintType, Blueprintable)
class GAMEJOLTPLUGIN_API UUEGameJoltAPI : public UObject
{
GENERATED_UCLASS_BODY()
private:
/**
* Callback for IHttpRequest::OnProcessRequestComplete()
* @param Request HTTP request pointer
* @param Response Response pointer
* @param bWasSuccessful Whether the request was successful or not
*/
void OnReady(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
/* Reset Data*/
void Reset();
void WriteObject(TSharedRef<TJsonWriter<TCHAR>> writer, FString key, FJsonValue* value);
public:
UObject* contextObject;
/* Prevents crashes in Get-Functions */
UPROPERTY(Transient)
class UWorld* World;
/* Allows usage of the World-Property */
virtual class UWorld* GetWorld() const override;
/* The username of the guest profile */
UPROPERTY(BlueprintReadWrite, Category = "GameJolt|User")
FString Guest_username;
/* Whether a user is currently logged in. Treated as a guest if false */
UPROPERTY(BlueprintReadOnly, Category = "GameJolt|User")
bool bIsLoggedIn;
/* An enum representing the last request send. Local 'Get' nodes don't count */
UPROPERTY(BlueprintReadWrite, Category = "GameJolt")
EGameJoltComponentEnum LastActionPerformed;
/* The actual field data */
TSharedPtr<FJsonObject> Data;
/* Contains the actual page content, as a string */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "GameJolt|Request")
FString Content;
/* Event which triggers when the content has been retrieved */
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events")
FOnGetResult OnGetResult;
/* Event which triggers when the request failed */
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events")
FOnFailed OnFailed;
#pragma region Specific Events
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnUserAuthorized OnUserAuthorized;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnAutoLogin OnAutoLogin;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnUserFetched OnUserFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnUsersFetched OnUsersFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnFriendlistFetched OnFriendlistFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionOpened OnSessionOpened;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionPinged OnSessionPinged;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionClosed OnSessionClosed;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnSessionChecked OnSessionChecked;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnTrophiesFetched OnTrophiesFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnTrophyRemoved OnTrophyRemoved;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnScoreAdded OnScoreAdded;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnScoreboardFetched OnScoreboardFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnScoreboardTableFetched OnScoreboardTableFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnRankFetched OnRankFetched;
UPROPERTY(BlueprintAssignable, Category = "GameJolt|Events|Specific")
FOnTimeFetched OnTimeFetched;
#pragma endregion
/* Creates new data from the input string */
UFUNCTION(BlueprintCallable, meta = (DisplayName = "From String"), Category = "GameJolt|Request")
void FromString(const FString& dataString);
/**
* Creates a new instance of the UUEGameJoltAPI class, for use in Blueprint graphs.
* @param WorldContextObject The current context (default to self / this)
* @return A pointer to the newly created post data
**/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Create GameJolt API Data", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt")
static UUEGameJoltAPI* Create(UObject* WorldContextObject);
/* GameID */
UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Your Game ID"), Category = "GameJolt")
int32 Game_ID;
/* Private Key */
UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Your Game Private Key"), Category = "GameJolt")
FString Game_PrivateKey;
/* Username */
UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Players Username"), Category = "GameJolt|User")
FString UserName;
private:
/* Token */
UPROPERTY()
FString UserToken;
public:
/* Properties for HTTP-Request*/
UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "GameJolt API Server"), Category = "GameJolt|Request")
FString GJAPI_SERVER;
UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "GameJolt API Root"), Category = "GameJolt|Request")
FString GJAPI_ROOT;
UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "GameJolt API Version"), Category = "GameJolt|Request")
FString GJAPI_VERSION;
/* End of Properties */
/* Public Functions */
/**
* Sets information needed for all requests
* You can find these values in the GameJolt API section of your game's dashboard
* @param PrivateKey The private key of your game
* @param GameID The id of your game
* @param AutoLogin Whether to check for passed credentials by the GameJolt client or not
* @return Whether the .gj-crendential file was found or not. Also false if AutoLogin is false
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Init", AdvancedDisplay=2), Category = "GameJolt")
bool Init(const int32 GameID, const FString PrivateKey, const bool AutoLogin);
private:
void AutoLogin(const FString Username, const FString Token);
#pragma region Session
/**
* Opens a session. You'll have to ping it manually with a timer
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DislayName = "Open Session"), Category = "GameJolt|Sessions")
bool OpenSession();
/**
* Pings the Session. Every 30 to 60 seconds is good.
* @param SessionStatus The status of the session. Can be "Active" or "Idle"
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Ping Session"), Category = "GameJolt|Sessions")
bool PingSession(ESessionStatus SessionStatus);
/**
* Closes the session
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Close Session"), Category = "GameJolt|Sessions")
bool CloseSession();
/**
* Fetches the current session status
* @return True if the request succeded, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Session Status"), Category = "GameJolt|Sessions")
bool CheckSession();
/**
* Gets the current session status
* @return Whether the session is open or not. Also false if any error occurred
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Session Status"), Category = "GameJolt|Sessions")
bool GetSessionStatus();
#pragma endregion
/**
* Gets the time of the GameJolt servers
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Server Time"), Category = "GameJolt|Misc")
bool FetchServerTime();
/**
* Puts the requested server time in a readable format
* UUEGameJoltAPI::FetchServerTime has to be called before this function
* @return The server time in a FDateTime struct
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Read Server Time"), Category = "GameJolt|Misc")
struct FDateTime ReadServerTime();
#pragma region User
/**
* Sends a request to authentificate the user
* Call UUEGameJoltAPI::isUserAuthorize / Is User Login to check whether the authorization was successful or not
* @param Name The username - case insensitive
* @param Token The token - case insensitive
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Login"), Category = "GameJolt|User")
void Login(const FString Name, const FString Token);
/**
* Checks if the authentification was succesful
* @return True if the user could be logged in, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Is User Login"), Category = "GameJolt|User")
bool isUserAuthorize();
/* Resets user related properties */
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Logoff User"), Category = "GameJolt|User")
void LogOffUser();
/**
* Gets information about the current user
* @return True if it the request succeded and false if it failed
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Current User Info"), Category = "GameJolt|User")
bool FetchUser();
/**
* Fetches an array of users
* @param Users An array (int32) representing the user ids
* @return True if the request succeded, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Users"), Category = "GameJolt|User")
bool FetchUsers(const TArray<int32> Users);
/**
* Gets a single or an array of users and puts them in an array of FUserInfo structs
* @return An array with the FUserInfo structs
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get User Info"), Category = "GameJolt|User")
TArray<FUserInfo> GetUserInfo();
/**
* Fetches the friendlist of the current user
* @return True if the request could be send, false if not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Friendlist"), Category = "GameJolt|User")
bool FetchFriendlist();
/**
* Returns the fetched friendlist
* @warning Call FetchFriendlist first
* @return The user ids of all friends
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Friendlist"), Category = "GameJolt|User")
TArray<int32> GetFriendlist();
#pragma endregion
#pragma region Trophies
/**
* Awards the current user a trophy
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Reward Trophies"), Category = "GameJolt|Trophies")
bool RewardTrophy(const int32 Trophy_ID);
/**
* Gets information for all trophies
* This is meant for the use in Blueprints
* It's just a wrapper around FetchTrophies with an empty TArray as an parameter
* You can call UUEGameJoltAPI::FetchTrophies directly
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch All Trophies"), Category = "GameJolt|Trophies")
void FetchAllTrophies(const EGameJoltAchievedTrophies AchievedType);
/**
* Gets information for the selected trophies
* @param AchievedType Whether only achieved, unachieved or all trophies should be fetched
* @param Tropies_ID An array of trophy IDs. An empty array will return all trophies
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Trophies"), Category = "GameJolt|Trophies")
void FetchTrophies(const EGameJoltAchievedTrophies AchievedType, const TArray<int32> Trophy_IDs);
/**
* Gets the trophy information from the fetched trophies
* @return Array of FTrophyInfo structs for all fetched trophies
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Trophies"), Category = "GameJolt|Trophies")
TArray<FTrophyInfo> GetTrophies();
/**
* Unachieved the specified trophy for the curernt user
* @param Trophy_ID The ID of the trophy to be unachieved
* @return Whether the request could be send or not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Remove Rewarded Trophy"), Category = "GameJolt|Trophies")
bool RemoveRewardedTrophy(const int32 Trophy_ID);
/**
* Checks the success of a trophy removal
* @return Whether the trophy was successfuly remove or not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Check Trophy Removal Status"), Category = "GameJolt|Trophies")
bool GetTrophyRemovalStatus();
#pragma endregion
#pragma region Scores
/**
* Returns a list of scores either for a user or globally for a game
* @param ScoreLimit The amount of scores you want to fetch. Default is 10, maximum is 100
* @param Table_id The ID of the score table
* @param BetterThan Fetch only scores better than this score sort value
* @param WorseThan Fetch only scores worse than this score sort value
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Scoreboard"), Category = "GameJolt|Scoreboard")
bool FetchScoreboard(const int32 ScoreLimit, const int32 Table_id, const int32 BetterThan, const int32 WorseThan);
/**
* Gets the list of scores fetched with FetchScoreboard
* @return An array of FScoreInfo structs for all entries
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Scoreboard"), Category = "GameJolt|Scoreboard")
TArray<FScoreInfo> GetScoreboard();
/**
* Adds an entry to a scoreboard
* @param UserScore A String value associated with the score. Example: "234 Jumps".
* @param UserScore_Sort An integer sorting value associated with the score. All sorting will work off of this number. Example: "234".
* @param GuestUser The guest's name. Leave blank if you're storing for a user.
* @param extra_data If there's any extra data you would like to store (as a string), you can use this variable. This data is never shown to the user.
* @param table_id The id of the high score table that you want to submit to. If left blank the score will be submitted to the primary high score table.
* @return True if the request succeded, false if not
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Add Score to Scoreboard"), Category = "GameJolt|Scoreboard")
bool AddScore(const FString UserScore, const int32 UserScore_Sort, const FString GuestUser, const FString extra_data, const int32 table_id);
/**
* Returns a list of high score tables for a game.
* @return True if it the request succeded and false if it failed
**/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Scoreboard Table"), Category = "GameJolt|Scoreboard")
bool FetchScoreboardTable();
/**
* Gets a list of high score tables for a game and puts them in an array of FScoreTableInfo structs
* @return A array of FScoreTableInfo structs
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Get Scoreboard Table"), Category = "GameJolt|Scoreboard")
TArray<FScoreTableInfo> GetScoreboardTable();
/**
* Fetches the rank of the specified score
* Use "Get Rank of Score" / GetRank or the OnGetRank delegate to read the results
* @param Score The numeric score value to look for
* @param TableID The ID of the scoreboard to search. '0' means primary table
* @return Whether the request could be send successfully or not
*/
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Fetch Rank of Score"), Category = "GameJolt|Scoreboard")
bool FetchRank(const int32 Score, const int32 TableID);
/**
* Gets the rank of a highscore from the response data
*
* If the score is not represented by any rank on the score table, the request will return the rank that is closest to the requested score.
*
* @warning Make sure to call "Fetch Rank of Score" / FetchRank before this
* @return The rank of the score
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Rank of Score"), Category = "GameJolt|Scoreboard")
int32 GetRank();
#pragma endregion
#pragma region Data-Store
/**
* Either posts data for a new key or changes data for an existing one.
* @param Type Whether to store the key/value pair for all users (global) or for the current user (user)
* @param Key The key/label for the data
* @param Data The actual data to store
*/
UFUNCTION(BlueprintCallable)
void SetData(EDataStore Type, const FString Key, const FString Data);
/**
* Tries to fetch the data stored under the specified key
* @param Type Whether to fetch a global key/value pair or a key/value pair stored for the current user
* @param Key The key/label of the data
*/
UFUNCTION(BlueprintCallable)
void FetchData(EDataStore Type, FString Key);
/**
* Updates already stored data
* @param Type Whether to update a global key/value pair or a key/value pair stored of the current user
* @param Key The key of the data to update
* @param Operation The operation that should be performed on the data
* @param Value The value for the selected operation
*/
UFUNCTION(BlueprintCallable)
void UpdateData(EDataStore Type, const FString Key, EDataOperation Operation, const FString Value);
/**
* Deletes the data stored under the specified key
* @param Type Whether to remove a global key/value pair or a key/value pair stored for the current user
* @param Key The key of the data to remove
*/
UFUNCTION(BlueprintCallable)
void RemoveData(EDataStore Type, const FString Key);
/**
* Gets the fetched data and converts them to a string or an integer (if possible)
* @param Success Whether the data was found
* @param DataAsString The fetched data as a string
* @param DataAsInt The fetched data as an integer (0 if conversion was not possible)
*/
UFUNCTION(BlueprintCallable)
void GetData(bool& Success, FString& DataAsString, int32& DataAsInt);
#pragma endregion
#pragma region Utility
/* Sends Request */
UFUNCTION(Blueprintcallable, meta = (Displayname = " Send Request"), Category = "GameJolt|Request|Advanced")
bool SendRequest(const FString& output, FString url, bool bAppendUserInfo = true);
/** Gets nested post data from the object with the specified key
* @param key The key of the post data value
* @return The value as an UUEGameJoltAPI object reference / pointer
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Data Field", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt|Request|Advanced")
UUEGameJoltAPI* GetObject(const FString& key);
/** Gets a string from the object with the specified key
* @param key The key of the string value
* @return The value as a string
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get String Field"), Category = "GameJolt|Request|Advanced")
FString GetString(const FString& key) const;
/** Gets a bool from the object with the specified key
* @param key The key of the bool value
* @return The value as a bool
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Bool Field"), Category = "GameJolt|Request|Advanced")
bool GetBool(const FString& key) const;
/** Gets an integer from the object with the specified key
* @param key The key of the integer value
* @return The value as an integer
*/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Int Field"), Category = "GameJolt|Request|Advanced")
int32 GetInt(const FString& key) const;
/**
* Gets a string array of all keys from the post data
* @return An array with all keys
*/
UFUNCTION(Blueprintpure, meta = (Displayname = "Get Object Keys", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt|Request|Advanced")
TArray<FString> GetObjectKeys(UObject* WorldContextObject);
/**
* Gets an array fromt the post data
* @param key The key of the array
* @return The array assigned to the key
**/
UFUNCTION(BlueprintPure, meta = (DisplayName = "Get Object Array Field", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"), Category = "GameJolt|Request|Advanced")
TArray<UUEGameJoltAPI*> GetObjectArray(UObject* WorldContextObject, const FString& key);
#pragma endregion
};