LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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LootLockerCurrencyRequestHandler.h
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1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5
6#include "CoreMinimal.h"
9#include "LootLockerCurrencyRequestHandler.generated.h"
10
11//==================================================
12// Data Type Definitions
13//==================================================
14
18USTRUCT(BlueprintType, Category = "LootLocker")
20{
21 GENERATED_BODY()
25 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
26 FString Id = "";
30 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
31 FString Name = "";
35 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
36 FString Code = "";
40 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
41 bool Game_api_writes_enabled = false;
45 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
46 FString Created_at = "";
50 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
51 FString Published_at = "";
52};
53
57USTRUCT(BlueprintType, Category = "LootLocker")
59{
60 GENERATED_BODY()
64 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
65 FString Id = "";
69 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
70 FString Currency = "";
74 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
75 FString Name = "";
79 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
80 int Value = 0;
84 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
85 FString Created_at = "";
86};
87
88//==================================================
89// Request Definitions
90//==================================================
91
92// N/A
93
94//==================================================
95// Response Definitions
96//==================================================
97
101USTRUCT(BlueprintType, Category = "LootLocker")
103{
104 GENERATED_BODY()
108 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
109 TArray<FLootLockerCurrency> Currencies;
110};
111
115USTRUCT(BlueprintType, Category = "LootLocker")
117{
118 GENERATED_BODY()
122 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
123 TArray<FLootLockerDenomination> Denominations;
124};
125
129USTRUCT(BlueprintType, Category = "LootLocker")
131{
132 GENERATED_BODY()
136 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
137 FString Id = "";
141 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
142 FString Name = "";
146 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
147 FString Code = "";
151 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
152 bool Game_api_writes_enabled = false;
156 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
157 FString Created_at = "";
158};
159
160//==================================================
161// Delegate Definitions
162//==================================================
163
166
178
179
180//==================================================
181// API Class Definition
182//==================================================
183
185UCLASS()
186class LOOTLOCKERSDK_API ULootLockerCurrencyRequestHandler : public UObject
187{
188 GENERATED_BODY()
189public:
191
192 static FString ListCurrencies(const FLootLockerPlayerData& PlayerData, const FLootLockerListCurrenciesResponseDelegate& OnResponseCompleted);
193 static FString GetCurrencyDetails(const FLootLockerPlayerData& PlayerData, const FString& CurrencyCode, const FLootLockerGetCurrencyDetailsResponseDelegate& OnResponseCompleted);
194 static FString GetCurrencyDenominationsByCode(const FLootLockerPlayerData& PlayerData, const FString& CurrencyCode, const FLootLockerListDenominationsResponseDelegate& OnResponseCompleted);
195};
Definition LootLockerCurrencyRequestHandler.h:187
static FString GetCurrencyDenominationsByCode(const FLootLockerPlayerData &PlayerData, const FString &CurrencyCode, const FLootLockerListDenominationsResponseDelegate &OnResponseCompleted)
ULootLockerCurrencyRequestHandler()
Definition LootLockerCurrencyRequestHandler.h:190
static FString ListCurrencies(const FLootLockerPlayerData &PlayerData, const FLootLockerListCurrenciesResponseDelegate &OnResponseCompleted)
static FString GetCurrencyDetails(const FLootLockerPlayerData &PlayerData, const FString &CurrencyCode, const FLootLockerGetCurrencyDetailsResponseDelegate &OnResponseCompleted)
void(* FLootLockerListDenominationsResponseDelegate)(FLootLockerListDenominationsResponse)
C++ response delegate for listing denominations on a currency.
Definition LootLockerCurrencyRequestHandler.h:177
void(* FLootLockerGetCurrencyDetailsResponseDelegate)(FLootLockerGetCurrencyDetailsResponse)
C++ response delegate for getting details for a single currency.
Definition LootLockerCurrencyRequestHandler.h:173
void(* FLootLockerListCurrenciesResponseDelegate)(FLootLockerListCurrenciesResponse)
C++ response delegate for listing currencies.
Definition LootLockerCurrencyRequestHandler.h:169
Details about a particular currency.
Definition LootLockerCurrencyRequestHandler.h:20
Represents a denomination of a currency.
Definition LootLockerCurrencyRequestHandler.h:59
Response with details about a particular currency.
Definition LootLockerCurrencyRequestHandler.h:131
Response containing the list of all currencies available in the game.
Definition LootLockerCurrencyRequestHandler.h:103
Response containing the list of denominations defined for a specific currency.
Definition LootLockerCurrencyRequestHandler.h:117
Definition LootLockerPlayerData.h:12
Base response struct — every SDK callback receives a struct that derives from this.
Definition LootLockerResponse.h:19