//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
#pragma once
#include "ChatUser.h"
#if TV_API
namespace Microsoft {
namespace Xbox {
namespace GameChat {
///
/// Various types of chat messages sent by the GameChat system
///
public enum class ChatMessageType
{
///
/// Sends voice data along with a unique LOOKUP_ID which is built from the local name of remote console and an audio device index
///
ChatVoiceDataMessage = 1,
///
/// Sends byte array which is used to create an IUser on the remote console
///
UserAddedMessage = 2,
///
/// Sends XboxUserId string of the user to remove
///
UserRemovedMessage = 3,
///
/// ProcessIncomingChatMessage was sent an invalid chat packet
///
InvalidMessage = 4
};
///
/// Event to report diagnostic and error message information
///
public ref class DebugMessageEventArgs sealed
{
public:
///
/// The debug message
///
property Platform::String^ Message { Platform::String^ get(); }
///
/// The HRESULT of the message. S_OK for non-errors
///
property int ErrorCode { int get(); }
internal:
DebugMessageEventArgs(
_In_ Platform::String^ message,
_In_ int hr );
private:
Platform::String^ m_message;
int m_hresult;
};
///
/// Arguments for the event when a chat packet is ready to be sent
///
public ref class ChatPacketEventArgs sealed
{
public:
///
/// The buffer of the packet that should be sent to remote console(s)
///
property Windows::Storage::Streams::IBuffer^ PacketBuffer { Windows::Storage::Streams::IBuffer^ get(); }
///
/// Indicates if the packet should be sent with reliable UDP
///
property bool SendReliable { bool get(); }
///
/// Indicates if the packet should be sent sequential ordering if available
///
property bool SendInOrder { bool get(); }
///
/// Indicates if the packet should be sent to all connected consoles or just a single remote console.
/// If this is false, then TargetUniqueConsoleIdentifier indicates who to send the packet to.
///
property bool SendPacketToAllConnectedConsoles { bool get(); }
///
/// The remote console to send the packet to. This is nullptr if SendPacketToAllConnectedConsoles is true.
///
property Platform::Object^ UniqueTargetConsoleIdentifier { Platform::Object^ get(); }
///
/// Indicates the ChatMessageType message type of the packet
/// Typically this should be ignored, but some games may need to specific handling around unique types
///
property Microsoft::Xbox::GameChat::ChatMessageType ChatMessageType { Microsoft::Xbox::GameChat::ChatMessageType get(); }
///
/// If this is a ChatMessageType::ChatVoiceDataMessage message, then this is the first ChatUser whose audio device that created the voice packet.
/// For Kinect, there may be multiple ChatUsers who share the Kinect mic, so this is the first ChatUser.
/// Otherwise, this is nullptr.
/// Typically this can be ignored but some games may want to do specific handling around who created the voice packet.
///
property Microsoft::Xbox::GameChat::ChatUser^ ChatUser { Microsoft::Xbox::GameChat::ChatUser^ get(); }
internal:
ChatPacketEventArgs(
_In_ Windows::Storage::Streams::IBuffer^ packetBuffer,
_In_ Platform::Object^ uniqueTargetConsoleIdentifier,
_In_ bool sendPacketToAllConnectedConsoles,
_In_ bool sendReliable,
_In_ bool sendInOrder,
_In_ Microsoft::Xbox::GameChat::ChatMessageType chatMessageType,
_In_ Microsoft::Xbox::GameChat::ChatUser^ chatUser
);
private:
Windows::Storage::Streams::IBuffer^ m_packetBuffer;
Platform::Object^ m_uniqueTargetConsoleIdentifier;
bool m_sendPacketToAllConnectedConsoles;
bool m_sendReliable;
bool m_sendInOrder;
Microsoft::Xbox::GameChat::ChatMessageType m_chatMessageType;
Microsoft::Xbox::GameChat::ChatUser^ m_chatUser;
};
///
/// This delegate compares 2 uniqueRemoteConsoleIdentifiers. They are Platform::Object^ and can be cast or unboxed to most types.
/// What exactly you use doesn't matter, but optimally it would be something that uniquely identifies a console on in the session.
/// A Windows::Xbox::Networking::SecureDeviceAssociation^ is perfect to use if you have access to it.
/// This delegate is not optional and must return true if the uniqueRemoteConsoleIdentifier1 matches uuniqueRemoteConsoleIdentifier2
///
public delegate bool CompareUniqueConsoleIdentifiersHandler(
_In_ Platform::Object^ uniqueRemoteConsoleIdentifier1,
_In_ Platform::Object^ uniqueRemoteConsoleIdentifier2
);
///
/// This delegate enables titles to process the audio stream.
/// To use, set either ChatManagerSettings::PreEncodeCallbackEnabled or ChatManagerSettings::PostDecodeCallbackEnabled to true
///
/// A buffer containing the pre-processed raw audio data
/// The audio format of the preEncodedRawBuffer
/// A collection of users associated with this audio buffer
/// A buffer containing processed audio
public delegate Windows::Storage::Streams::IBuffer^ ProcessAudioBufferHandler(
_In_ Windows::Storage::Streams::IBuffer^ preEncodedRawBuffer,
_In_ Windows::Xbox::Chat::IFormat^ audioFormat,
_In_ Windows::Foundation::Collections::IVectorView^ chatUsers
);
}}}
#endif