LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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LootLockerBroadcastRequestHandler.h
Go to the documentation of this file.
1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5
6#include "CoreMinimal.h"
9#include "LootLockerBroadcastRequestHandler.generated.h"
10
11//==================================================
12// Data Definitions
13//==================================================
14
19USTRUCT(BlueprintType, Category = "LootLocker")
21{
22 GENERATED_BODY()
23
24
27 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
28 int32 id = 0;
29
33 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
34 FString name = "";
35};
36
40USTRUCT(BlueprintType, Category = "LootLocker")
42{
43 GENERATED_BODY()
44
45
48 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
49 int32 id = 0;
50
54 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
55 FDateTime start;
56
60 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
61 FDateTime end;
62
66 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
67 FString tz = "";
68};
69
70
74USTRUCT(BlueprintType, Category = "LootLocker")
76{
77 GENERATED_BODY()
78
79 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
80 FString key = "";
81
82 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
83 FString value = "";
84};
85
89USTRUCT(BlueprintType, Category = "LootLocker")
91{
92 GENERATED_BODY()
93
94 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
95 FString language_code = "";
96
97 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
99};
100
104USTRUCT(BlueprintType, Category = "LootLocker")
106{
107 GENERATED_BODY()
108
109 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
110 FString id = "";
111
112 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
113 FString name = "";
114
115 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
116 FString game_name = "";
117
118 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
120
121 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
122 TArray<FLootLockerBroadcastPublicationSetting> publication_settings;
123
124 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
126};
127
131USTRUCT(BlueprintType, Category = "LootLocker")
133{
134 GENERATED_BODY()
135
136
139 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
140 FString language_code = "";
141
145 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
146 FString headline = "";
147
151 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
152 FString body = "";
153
157 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
158 FString image_url = "";
159
163 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
164 FString action = "";
165
169 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
170 FString action_name = "";
171
175 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
176 TArray<FString> localization_keys;
177
181 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
182 TMap<FString, FString> localizations;
183
184public:
187};
188
192USTRUCT(BlueprintType, Category = "LootLocker")
194{
195 GENERATED_BODY()
196
197
200 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
201 FString id = "";
202
206 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
207 FString name = "";
208
212 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
213 FString game_name = "";
214
219 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
221
226 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
227 TArray<FLootLockerBroadcastPublicationSetting> publication_settings;
228
233 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
234 TArray<FString> language_codes;
235
239 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
240 TMap<FString, FLootLockerBroadcastLanguage> languages;
241
242public:
245};
246
247//==================================================
248// Response Definitions
249//==================================================
250
254USTRUCT(BlueprintType, Category = "LootLocker")
256{
257 GENERATED_BODY()
258
259 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
261};
262
266USTRUCT(BlueprintType, Category = "LootLocker")
268{
269 GENERATED_BODY()
270
271
274 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
275 TArray<FLootLockerBroadcast> broadcasts;
276
277public:
280};
281
282//==================================================
283// Delegate Definitions
284//==================================================
287
291
292//==================================================
293// Request Handler
294//==================================================
296UCLASS()
297class LOOTLOCKERSDK_API ULootLockerBroadcastRequestHandler : public UObject
298{
299 GENERATED_BODY()
300
301public:
303
304 static FString ListBroadcasts(const FLootLockerPlayerData& PlayerData, const TArray<FString>& Languages, int32 Limit, const FLootLockerListBroadcastsResponseDelegate& OnComplete);
305};
Definition LootLockerBroadcastRequestHandler.h:298
ULootLockerBroadcastRequestHandler()
Definition LootLockerBroadcastRequestHandler.h:302
static FString ListBroadcasts(const FLootLockerPlayerData &PlayerData, const TArray< FString > &Languages, int32 Limit, const FLootLockerListBroadcastsResponseDelegate &OnComplete)
void(* FLootLockerInternalListBroadcastsResponseDelegate)(FLootLockerInternalListBroadcastsResponse)
C++ response callback delegate; receives an FLootLockerInternalListBroadcastsResponse result.
Definition LootLockerBroadcastRequestHandler.h:290
void(* FLootLockerListBroadcastsResponseDelegate)(FLootLockerListBroadcastsResponse)
C++ response callback delegate; receives an FLootLockerListBroadcastsResponse result.
Definition LootLockerBroadcastRequestHandler.h:288
Indicates which games are allowed to see this broadcast.
Definition LootLockerBroadcastRequestHandler.h:21
Represents a localised version of a broadcast message.
Definition LootLockerBroadcastRequestHandler.h:133
FLootLockerBroadcastLanguage(const FLootLockerInternalBroadcastLanguage &OtherLanguage)
Represents a publication setting for a broadcast message.
Definition LootLockerBroadcastRequestHandler.h:42
Represents a broadcast message.
Definition LootLockerBroadcastRequestHandler.h:194
FLootLockerBroadcast(const FLootLockerInternalBroadcast &OtherBroadcast)
Internal language structure as received from API.
Definition LootLockerBroadcastRequestHandler.h:91
Internal localization entry as received from API.
Definition LootLockerBroadcastRequestHandler.h:76
Internal broadcast structure as received from API.
Definition LootLockerBroadcastRequestHandler.h:106
Internal response structure as received from API.
Definition LootLockerBroadcastRequestHandler.h:256
Response for listing broadcasts.
Definition LootLockerBroadcastRequestHandler.h:268
FLootLockerListBroadcastsResponse(const FLootLockerInternalListBroadcastsResponse &OtherResponse)
Definition LootLockerPlayerData.h:12
Base response struct — every SDK callback receives a struct that derives from this.
Definition LootLockerResponse.h:19