gpg
Summary
Enumerations |
|
---|---|
AchievementState{
|
enum Values used to specify achievement state. |
AchievementType{
|
enum Values used to specify achievement type. |
AuthOperation{
|
enum Values used to specify the type of authorization operation to perform. |
AuthStatus{
|
enum The set of possible values representing the result of an authorization attempt. |
CommonErrorStatus{
|
enum The set of possible values representing errors which are common to all operations. |
DataSource{
|
enum Values specifying where to get data from when retrieving achievement, leaderboard, and other data. |
EventVisibility{
|
enum Values specifying whether an event is hidden to the player, or visible to them. |
FlushStatus{
|
enum The set of possible values representing the result of a flush attempt. |
ImageResolution{
|
enum Values used to specify the resolution at which to fetch a particular image. |
InitializationStatus
|
enum The set of possible values representing the result of an API-initialization attempt. |
LeaderboardCollection{
|
enum Values that specify whether a leaderboard can be viewed by anyone with a Google+ account (public), or only members of a player's Google+ circles (social). |
LeaderboardOrder{
|
enum Values specifying how whether larger or smaller scores should be interpreted as better in the context of a leaderboard. |
LeaderboardStart{
|
enum Values specifying whether rankings are displayed on a leaderboard in order of score or player. |
LeaderboardTimeSpan{
|
enum Values that specify the period of time that a leaderboard covers. |
LogLevel{
|
enum Values used to specify the level of logging. |
MatchResult{
|
enum Values used to specify the outcome of a TurnBasedMatch for a participant. |
MatchStatus{
|
enum Values used to specify the status of a TurnBasedMatch for the local participant. |
MultiplayerEvent{
|
enum Values used to specify the type of update being reported by a multiplayer callback. |
MultiplayerInvitationType{
|
enum Values which identify the type of a MultiplayerInvitation . |
MultiplayerStatus{
|
enum The set of possible values representing the result of a multiplayer operation. |
ParticipantStatus{
|
enum Values used to specify the state of a participant within a TurnBasedMatch . |
RealTimeRoomStatus{
|
enum Values representing the current status of a RealTimeRoom. |
ResponseStatus{
|
enum The set of possible values representing the result of an attempted operation. |
SnapshotConflictPolicy{
|
enum Values used to specify the Snapshot conflict resolution policy. |
SnapshotOpenStatus{
|
enum The set of possible values representing the result of a snapshot open operation. |
UIStatus{
|
enum The set of possible values representing the result of a UI attempt. |
VideoCaptureMode{
|
enum Values indicating the type of video capture being performed. |
VideoCaptureOverlayState{
|
enum Values indicating the state of the video capture overlay UI. |
VideoQualityLevel{
|
enum Values indicating the quality of the video capture. |
Typedefs |
|
---|---|
ConnectionRequestCallback
|
typedefstd::function< void(int64_t client_id, const ConnectionRequest &request)>
Defines a callback type that receives a ConnectionRequest when a remote endpoint attempts to connect to the app's own endpoint. |
ConnectionResponseCallback
|
typedefstd::function< void(int64_t client_id, const ConnectionResponse &response)>
Defines a callback type that receives a ConnectionResponse when a response arrives after an attempt to establish a connection to a remote endpoint. |
Duration
|
typedefstd::chrono::milliseconds
Data type used to specify durations in milliseconds. |
StartAdvertisingCallback
|
typedefstd::function< void(int64_t client_id, const StartAdvertisingResult &result)>
Defines a callback type that receives a StartAdvertisingResult when a local endpoint advertising attempt is complete; its success field indicates whether advertising started successfully. |
Timeout
|
typedefstd::chrono::milliseconds
Data type used in specifying timeout periods for attempted operations. |
Timestamp
|
typedefstd::chrono::milliseconds
Data type used to specify timestamps. |
TurnBasedMultiplayerEvent
|
typedef Deprecated. Prefer MultiplayerEvent. |
Functions |
|
---|---|
DEFAULT_ON_AUTH_ACTION_FINISHED(AuthOperation op, AuthStatus status)
|
void
This is the default value for Builder::SetOnAuthActionFinished.
|
DEFAULT_ON_AUTH_ACTION_STARTED(AuthOperation op)
|
void
This is the default value for Builder:SetOnAuthActionStarted.
|
DEFAULT_ON_LOG(LogLevel level, const std::string & message)
|
void
This is the default value for Builder::SetLogging.
|
DEFAULT_ON_MULTIPLAYER_INVITATION_RECEIVED(MultiplayerEvent event, std::string invitation_id, MultiplayerInvitation invitation)
|
void
This is the default value of Builder::SetOnMultiplayerInvitationEvent.
|
DEFAULT_ON_TURN_BASED_MULTIPLAYER_EVENT(MultiplayerEvent event, std::string match_id, TurnBasedMatch match)
|
void
This is the default value of Builder::SetOnTurnBasedMatchEvent.
|
DebugString(AchievementType type)
|
std::string
Returns a human-readable achievement type.
|
DebugString(AchievementState state)
|
std::string
Returns a human-readable achievement state.
|
DebugString(const Achievement & achievement)
|
std::string
Returns a human-readable achievement.
|
DebugString(const Event & event)
|
std::string
Returns all event data in human-readable form.
|
DebugString(LeaderboardOrder order)
|
std::string
Returns the value of order in human-readable form.
|
DebugString(const Leaderboard & leaderboard)
|
std::string
Returns all leaderboard data in human-readable form.
|
DebugString(LeaderboardStart start)
|
std::string
Returns the value of start in human-readable form.
|
DebugString(LeaderboardTimeSpan time_span)
|
std::string
Returns the value of time_span in human-readable form.
|
DebugString(LeaderboardCollection collection)
|
std::string
Returns the value of collection in human-readable form.
|
DebugString(const Score & score)
|
std::string
Returns all score data in human-readable form.
|
DebugString(const ScorePage & score_page)
|
std::string
Returns all score-page data in human-readable form.
|
DebugString(const ScorePage::Entry & entry)
|
std::string
Returns all score entries in human-readable form.
|
DebugString(const ScoreSummary & summary)
|
std::string
Returns all score summary data in human-readable form.
|
DebugString(const TurnBasedMatch & match)
|
std::string
Returns data for a turn-based match in human-readable form.
|
DebugString(const MultiplayerInvitation & invitation)
|
std::string
Returns data for a multiplayer invitation in human-readable form.
|
DebugString(const TurnBasedMatchConfig & config)
|
std::string
Returns data for a turn-based match configuration object in human-readable form.
|
DebugString(const MultiplayerParticipant & participant)
|
std::string
Returns a multiplayer participant in human-readable form.
|
DebugString(RealTimeRoom room)
|
std::string
Returns RealTimeRoom in human-readable form.
|
DebugString(RealTimeRoomStatus status)
|
std::string
Returns RealTimeRoomStatus in human-readable form.
|
DebugString(const Player & player)
|
std::string
Returns all player data in human-readable form.
|
DebugString(const PlayerLevel & player)
|
std::string
Returns player level info in human-readable form.
|
DebugString(const SnapshotMetadataChange::CoverImage & image)
|
std::string
Returns data from a snapshot cover image in human-readable form.
|
DebugString(const SnapshotMetadata & metadata)
|
std::string
Returns data from a snapshot metadata object in human-readable form.
|
DebugString(const SnapshotMetadataChange & change)
|
std::string
Returns data from a snapshot metadata change in human-readable form.
|
DebugString(BaseStatus::StatusCode status)
|
std::string
Returns a BaseStatus in human-readable form.
|
DebugString(AuthStatus status)
|
std::string
Returns authorization status in human-readable form.
|
DebugString(ResponseStatus status)
|
std::string
Returns response status in human-readable form.
|
DebugString(FlushStatus status)
|
std::string
Returns flush status in human-readable form.
|
DebugString(UIStatus status)
|
std::string
Returns UI status in human-readable form.
|
DebugString(MultiplayerStatus status)
|
std::string
Returns multiplayer status in human-readable form.
|
DebugString(SnapshotOpenStatus status)
|
std::string
Returns snapshot open status in human-readable form.
|
DebugString(Timeout timeout)
|
std::string
Returns timeout in human-readable form.
|
DebugString(DataSource source)
|
std::string
Returns data source in human-readable form.
|
DebugString(LogLevel level)
|
std::string
Returns log level in human-readable form.
|
DebugString(AuthOperation op)
|
std::string
Returns authorization operation in human-readable form.
|
DebugString(ImageResolution res)
|
std::string
Returns image resolution selection in human-readable form.
|
DebugString(EventVisibility vis)
|
std::string
Returns event visibility in human-readable form.
|
DebugString(ParticipantStatus status)
|
std::string
Returns participant status in human-readable form.
|
DebugString(MatchResult result)
|
std::string
Returns match result in human-readable form.
|
DebugString(MatchStatus status)
|
std::string
Returns match status in human-readable form.
|
DebugString(MultiplayerEvent event)
|
std::string
Returns turn-based multiplayer event in human-readable form.
|
DebugString(SnapshotConflictPolicy policy)
|
std::string
Returns snapshot conflict policy in human-readable form.
|
DebugString(VideoCaptureMode mode)
|
std::string
Returns video capture mode in human-readable form.
|
DebugString(VideoQualityLevel level)
|
std::string
Returns video quality level in human-readable form.
|
IsError(BaseStatus::StatusCode)
|
bool
Returns true if a BaseStatus represents an unsuccessful operation.
|
IsError(AuthStatus)
|
bool
Returns true if auhorization did not complete successfully.
|
IsError(ResponseStatus)
|
bool
Returns true if an attempted operation does not result in a successful response.
|
IsError(FlushStatus)
|
bool
Returns true if a flush did not complete successfully.
|
IsError(UIStatus)
|
bool
Returns true if a UI operation did not complete successfully.
|
IsError(MultiplayerStatus)
|
bool
Returns true if a Multiplayer operation did not complete successfully.
|
IsError(SnapshotOpenStatus)
|
bool
Returns true if a snapshot open operation did not complete successfully.
|
IsSuccess(BaseStatus::StatusCode)
|
bool
Returns true if a
BaseStatus represents a successful operation. |
IsSuccess(AuthStatus)
|
bool
Returns true if authorization completed successfully.
|
IsSuccess(ResponseStatus)
|
bool
Returns true if an attempted operation resulted in a successful response.
|
IsSuccess(FlushStatus)
|
bool
Returns true if a flush completed successfully.
|
IsSuccess(UIStatus)
|
bool
Returns true if a UI operation completed successfully.
|
IsSuccess(MultiplayerStatus)
|
bool
Returns true if a multiplayer operation completed successfully.
|
IsSuccess(SnapshotOpenStatus)
|
bool
Returns true if a snapshot open operation completed successfully.
|
operator<<(std::ostream & os, AchievementType type)
|
std::ostream &
Writes a human-readable achievement type to an output stream.
|
operator<<(std::ostream & os, AchievementState state)
|
std::ostream &
Writes a human-readable achievement state to an output stream.
|
operator<<(std::ostream & os, const Achievement & achievement)
|
std::ostream &
Writes a human-readable achievement to an output stream.
|
operator<<(std::ostream & os, const Event & event)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, EventVisibility vis)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, LeaderboardOrder order)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const Leaderboard & leaderboard)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, LeaderboardStart start)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, LeaderboardTimeSpan time_span)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, LeaderboardCollection collection)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const Score & score)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const ScorePage & score_page)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const ScorePage::Entry & entry)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const ScoreSummary & summary)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const TurnBasedMatch & match)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const MultiplayerInvitation & invitation)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const TurnBasedMatchConfig & config)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const MultiplayerParticipant & participant)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, RealTimeRoomStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, RealTimeRoom room)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, ParticipantStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, MatchResult result)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, MatchStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, MultiplayerEvent event)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const Player & player)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const PlayerLevel & player)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, ImageResolution res)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const SnapshotMetadataChange::CoverImage & image)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const SnapshotMetadata & metadata)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, const SnapshotMetadataChange & change)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, SnapshotConflictPolicy policy)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, BaseStatus::StatusCode status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, AuthStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, ResponseStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, FlushStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, UIStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, MultiplayerStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, SnapshotOpenStatus status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, Timeout timeout)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, DataSource status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, LogLevel status)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, AuthOperation op)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, VideoCaptureMode mode)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
operator<<(std::ostream & os, VideoQualityLevel level)
|
std::ostream &
Provided for easy use of the corresponding debug string with streams.
|
Classes |
|
---|---|
gpg:: |
A single data structure which allows you to access data about the status of a specific achievement. |
gpg:: |
Gets and sets various achievement-related data. |
gpg:: |
The platform configuration used when creating an instance of the GameServices class on Android. |
gpg:: |
Defines a helper which can be used to provide ICaptureOverlayStateListener callbacks to the SDK without defining the full ICaptureOverlayStateListener interface. |
gpg:: |
Defines a helper which can be used to provide IEndpointDiscoveryListener callbacks to the SDK without defining the full IEndpointDiscoveryListener interface. |
gpg:: |
A single data structure containing data about the status of a specific event. |
gpg:: |
Gets and sets various event-related data. |
gpg:: |
The starting point for interacting with Google Play Games. |
gpg:: |
Defines an interface that can deliver events relating to changes in video capture state. |
gpg:: |
Defines an interface which can be delivered events relating to cross-app remote endpoint discovery. |
gpg:: |
Defines an interface which can be delivered events relating to remote endpoint discovery. |
gpg:: |
Defines an interface which can be delivered messages from remote endpoints. |
gpg:: |
Defines an interface that can deliver events relating to real-time multiplayer. |
gpg:: |
A single data structure allowing you to access data about the status of a specific leaderboard, such as its name and validity. |
gpg:: |
Gets and sets various leaderboard-related data. |
gpg:: |
Defines a helper which can be used to provide IMessageListener callbacks to the SDK without defining the full IMessageListener interface. |
gpg:: |
A data structure containing data about the current state of an invitation to a turn-based match. |
gpg:: |
A data structure containing data about a participant in a multiplayer match. |
gpg:: |
An API used for creating connections and communicating between apps on the same local network. |
gpg:: |
A data structure containing data about the per-participant results for a |
gpg:: |
A data structure that allows you to access data about a specific player. |
gpg:: |
A single data structure containing data about player's level. |
gpg:: |
Gets and sets various player-related data. |
gpg:: |
A data structure that allows you to access data about a specific player. |
gpg:: |
Defines a helper which can be used to provide IRealTimeEventListener callbacks to the SDK without defining the full IRealTimeEventListener interface. |
gpg:: |
Fetches, modifies, handles messaging for, and creates |
gpg:: |
A data structure containing the current state of a real-time multiplayer room. |
gpg:: |
A data structure containing the data needed to create a |
gpg:: |
Single data structure which allows you to access data about a player's score. |
gpg:: |
A single data structure which allows you to access score data. |
gpg:: |
A single data structure which allows you to access a summary of score information. |
gpg:: |
Gets and sets various snapshot-related data. |
gpg:: |
A single data structure that allows you to access data about the status of a specific snapshot metadata. |
gpg:: |
A single data structure which allows you to access data about the status of a specific snapshot. |
gpg:: |
Gets and sets various stats-related data. |
gpg:: |
A data structure containing data about the current state of a |
gpg:: |
A data structure containing the data needed to create a |
gpg:: |
Fetches, modifies and creates |
gpg:: |
A data structure which allows access to information on what capabilities the current device has for video recording. |
gpg:: |
A data structure which allows access to the current state of video capture. |
gpg:: |
Gets and sets various video-related data. |
Structs |
|
---|---|
gpg:: |
AndroidInitialization includes three initialization functions, exactly one of which must be called. |
gpg:: |
Functions which enable pre- Android 4.0 support. |
gpg:: |
An identifier for an application. |
gpg:: |
A struct containing all possible status codes that can be returned by our APIs. |
gpg:: |
A request to establish a connection. |
gpg:: |
A response to a connection request. |
gpg:: |
Details about a remote endpoint that the app has discovered. |
gpg:: |
The ID and name of an instance registered on this device. |
Enumerations
AchievementState
AchievementState
Values used to specify achievement state.
A hidden achievement is one whose existence a player has not yet discovered. make them aware of it. A revealed achievement is one that the player knows about, but has not yet earned. An unlocked achievement is one that the player has earned.
Properties | |
---|---|
HIDDEN
|
Not visible to the player. |
REVEALED
|
Visible to the player, but not yet unlocked. |
UNLOCKED
|
The player has achieved the requirements for this achievement. |
AchievementType
AchievementType
Values used to specify achievement type.
A player makes gradual progress (steps) toward an incremental achievement. He or she completes a standard achievement in a single step.
Properties | |
---|---|
INCREMENTAL
|
Incremental achievement - completes in a multiple steps. |
STANDARD
|
Standard achievement - completes in a single step. |
AuthOperation
AuthOperation
AuthStatus
AuthStatus
The set of possible values representing the result of an authorization attempt.
Properties | |
---|---|
ERROR_APP_MISCONFIGURED
|
The application is misconfigured. |
ERROR_GAME_NOT_FOUND
|
The specified game ID was not recognized by the server. |
ERROR_INTERNAL
|
An internal error occurred. |
ERROR_INTERRUPTED
|
A blocking call was interrupted while waiting and did not run to completion. |
ERROR_NETWORK_OPERATION_FAILED
|
A network error occurred during an operation that requires network access. |
ERROR_NOT_AUTHORIZED
|
The player is not authorized to perform the operation. |
ERROR_NO_DATA
|
A network error occurred, and there is no data available locally. |
ERROR_TIMEOUT
|
Timed out while awaiting the result. |
ERROR_VERSION_UPDATE_REQUIRED
|
The installed version of Google Play services is out of date. |
VALID
|
The operation was successful. |
CommonErrorStatus
CommonErrorStatus
The set of possible values representing errors which are common to all operations.
These error values must be included in every Status value set.
Properties | |
---|---|
ERROR_APP_MISCONFIGURED
|
The application is misconfigured. See logs for more info. |
ERROR_GAME_NOT_FOUND
|
The specified game ID was not recognized by the server. |
ERROR_INTERNAL
|
An internal error occurred. |
ERROR_INTERRUPTED
|
A blocking call was interrupted while waiting and did not run to completion. |
ERROR_NETWORK_OPERATION_FAILED
|
A network error occurred during an operation that requires network access. |
ERROR_NOT_AUTHORIZED
|
The player is not authorized to perform the operation. |
ERROR_NO_DATA
|
A network error occurred, and there is no data available locally. |
ERROR_TIMEOUT
|
Timed out while awaiting the result. |
DataSource
DataSource
Values specifying where to get data from when retrieving achievement, leaderboard, and other data.
When the setting is CACHE_OR_NETWORK, the system resorts to the local cache when no network connection is available.
Properties | |
---|---|
CACHE_OR_NETWORK
|
Use either the cache or the network. (The system resorts to the local cache when no network connection is available.) |
NETWORK_ONLY
|
Force a refresh of data from the network. The request will fail if no network connection is available. |
EventVisibility
EventVisibility
FlushStatus
FlushStatus
The set of possible values representing the result of a flush attempt.
Properties | |
---|---|
ERROR_APP_MISCONFIGURED
|
The application is misconfigured. |
ERROR_GAME_NOT_FOUND
|
The specified game ID was not recognized by the server. |
ERROR_INTERNAL
|
An internal error occurred. |
ERROR_INTERRUPTED
|
A blocking call was interrupted while waiting and did not run to completion. |
ERROR_NETWORK_OPERATION_FAILED
|
A network error occurred during an operation that requires network access. |
ERROR_NOT_AUTHORIZED
|
The player is not authorized to perform the operation. |
ERROR_NO_DATA
|
A network error occurred, and there is no data available locally. |
ERROR_TIMEOUT
|
Timed out while awaiting the result. |
ERROR_VERSION_UPDATE_REQUIRED
|
The installed version of Google Play services is out of date. |
FLUSHED
|
A flushing operation was successful. |
ImageResolution
ImageResolution
InitializationStatus
InitializationStatus
The set of possible values representing the result of an API-initialization attempt.
If the API client has been disconnected, the callback will be called with InitializationStatus::DISCONNECTED to notify the user that all API calls will not be authorized successfully until the underlying GoogleApiClient is reconnected.
LeaderboardCollection
LeaderboardCollection
Values that specify whether a leaderboard can be viewed by anyone with a Google+ account (public), or only members of a player's Google+ circles (social).
Properties | |
---|---|
PUBLIC
|
Visible to all. |
SOCIAL
|
Visible to members of a player's social graph only.
|
LeaderboardOrder
LeaderboardOrder
Values specifying how whether larger or smaller scores should be interpreted as better in the context of a leaderboard.
Properties | |
---|---|
LARGER_IS_BETTER
|
Larger is better. |
SMALLER_IS_BETTER
|
Smaller is better. |
LeaderboardStart
LeaderboardStart
Values specifying whether rankings are displayed on a leaderboard in order of score or player.
Properties | |
---|---|
PLAYER_CENTERED
|
Start the leaderboard at the player's score, centered. |
TOP_SCORES
|
Start the leaderboard at the top. |
LeaderboardTimeSpan
LeaderboardTimeSpan
LogLevel
LogLevel
MatchResult
MatchResult
Values used to specify the outcome of a TurnBasedMatch
for a participant.
Properties | |
---|---|
DISAGREED
|
The particicpant did not agree to the match. |
DISCONNECTED
|
The participant disconnected. |
LOSS
|
The participant lost. |
NONE
|
There is no result. |
TIE
|
The match was a draw. |
WIN
|
The participant won. |
MatchStatus
MatchStatus
Values used to specify the status of a TurnBasedMatch
for the local participant.
Properties | |
---|---|
CANCELED
|
The match was cancelled. |
COMPLETED
|
The match is completed. |
EXPIRED
|
The match has expired. |
INVITED
|
Opponent(s) have been invited. |
MY_TURN
|
It is the participant's turn. |
PENDING_COMPLETION
|
The match is pending completion. |
THEIR_TURN
|
It is not the participant's turn. |
MultiplayerEvent
MultiplayerEvent
Values used to specify the type of update being reported by a multiplayer callback.
See also:
gpg::GameServices::Builder::SetOnTurnBasedMatchEvent
See also:
gpg::GameServices::Builder::SetOnMultiplayerInvitationEvent
Properties | |
---|---|
REMOVED
|
A match has been removed from the device, and should no longer be used. |
UPDATED
|
A multiplayer match was updated while the app was running. |
UPDATED_FROM_APP_LAUNCH
|
A multiplayer match was updated, and the app was launched in response to this update. |
MultiplayerInvitationType
MultiplayerInvitationType
Values which identify the type of a MultiplayerInvitation
.
Properties | |
---|---|
REAL_TIME
|
Real-time multiplayer match. |
TURN_BASED
|
Turn-based multiplayer match. |
MultiplayerStatus
MultiplayerStatus
The set of possible values representing the result of a multiplayer operation.
Properties | |
---|---|
DEFERRED
|
A network error occurred, but the data was successfully modified locally. |
ERROR_APP_MISCONFIGURED
|
The application is misconfigured. See logs for more info. |
ERROR_GAME_NOT_FOUND
|
The specified game ID was not recognized by the server. |
ERROR_INACTIVE_MATCH
|
The match is not currently active. This action cannot be performed on an inactive match. |
ERROR_INTERNAL
|
An internal error occurred. |
ERROR_INTERRUPTED
|
A blocking call was interrupted while waiting and did not run to completion. |
ERROR_INVALID_MATCH
|
The match is invalid. |
ERROR_INVALID_RESULTS
|
The match results provided in this API call are invalid. This covers cases of duplicate results, results for players who are not in the match, etc. |
ERROR_MATCH_ALREADY_REMATCHED
|
The specified match has already had a rematch created. |
ERROR_MATCH_INVALID_MATCH_STATE
|
The match is not in the correct state to perform the specified action. |
ERROR_MATCH_INVALID_PARTICIPANT_STATE
|
One or more participants in this match are not in valid states. |
ERROR_MATCH_LOCALLY_MODIFIED
|
The specified match has been modified locally, and must be sent to the server before this operation can be performed. |
ERROR_MATCH_NOT_FOUND
|
The specified match cannot be found. |
ERROR_MATCH_OUT_OF_DATE
|
The match data is out of date, and has been modified on the server. |
ERROR_MULTIPLAYER_CREATION_NOT_ALLOWED
|
The user is not allowed to create a new multiplayer game at this time. This could occur if the user has too many outstanding invitations already. |
ERROR_MULTIPLAYER_DISABLED
|
This game does not have this multiplayer type enabled in the developer console. |
ERROR_MULTIPLAYER_INVALID_MULTIPLAYER_TYPE
|
The match is not the right type to perform this action on. |
ERROR_MULTIPLAYER_INVALID_OPERATION
|
This multiplayer operation is not valid, and the server rejected it. |
ERROR_MULTIPLAYER_NOT_TRUSTED_TESTER
|
The user attempted to invite another user who was not authorized to see the game. |
ERROR_NETWORK_OPERATION_FAILED
|
A network error occurred during an operation that requires network access. |
ERROR_NOT_AUTHORIZED
|
The player is not authorized to perform the operation. |
ERROR_NO_DATA
|
A network error occurred, and there is no data available locally. |
ERROR_REAL_TIME_ROOM_NOT_JOINED
|
The message failed to send, as the RTMP room was not joined. |
ERROR_TIMEOUT
|
Timed out while awaiting the result. |
ERROR_VERSION_UPDATE_REQUIRED
|
The installed version of Google Play services is out of date. |
VALID
|
The operation was successful. |
VALID_BUT_STALE
|
A network error occurred while attempting to retrieve fresh data, but some locally cached data was available. The data returned may be stale and/or incomplete. |
ParticipantStatus
ParticipantStatus
Values used to specify the state of a participant within a TurnBasedMatch
.
Properties | |
---|---|
DECLINED
|
Participant has declined their invitation. |
FINISHED
|
Participant has finished. |
INVITED
|
Participant has been invited. |
JOINED
|
Participant has joined. |
LEFT
|
Participant has left the match. |
NOT_INVITED_YET
|
Participant has not yet been invited. |
UNRESPONSIVE
|
Participant is unresponsive. |
RealTimeRoomStatus
RealTimeRoomStatus
Values representing the current status of a RealTimeRoom.
Properties | |
---|---|
ACTIVE
|
The room is active and connections are established. |
AUTO_MATCHING
|
One or more slots in the room are waiting to be filled by auto-matching. |
CONNECTING
|
The room is waiting for clients to connect to each other. |
DELETED
|
The room has been deleted. |
INVITING
|
The room has one or more players that have been invited and have not responded yet. |
ResponseStatus
ResponseStatus
The set of possible values representing the result of an attempted operation.
Properties | |
---|---|
DEFERRED
|
A network error occurred, but the data was successfully modified locally. |
ERROR_APP_MISCONFIGURED
|
The application is misconfigured. |
ERROR_GAME_NOT_FOUND
|
The specified game ID was not recognized by the server. |
ERROR_INTERNAL
|
An internal error occurred. |
ERROR_INTERRUPTED
|
A blocking call was interrupted while waiting and did not run to completion. |
ERROR_LICENSE_CHECK_FAILED
|
The application is not licensed to the user. |
ERROR_NETWORK_OPERATION_FAILED
|
A network error occurred during an operation that requires network access. |
ERROR_NOT_AUTHORIZED
|
The player is not authorized to perform the operation. |
ERROR_NO_DATA
|
A network error occurred, and there is no data available locally. |
ERROR_TIMEOUT
|
Timed out while awaiting the result. |
ERROR_VERSION_UPDATE_REQUIRED
|
The installed version of Google Play services is out of date. |
VALID
|
The operation was successful. |
VALID_BUT_STALE
|
A network error occurred while attempting to retrieve fresh data, but some locally cached data was available. The data returned may be stale and/or incomplete. |
SnapshotConflictPolicy
SnapshotConflictPolicy
Values used to specify the Snapshot conflict resolution policy.
See gpg::SnapshotManager::Open
Properties | |
---|---|
HIGHEST_PROGRESS
|
In the case of a conflict, the snapshot with the highest progress value will be used. |
LAST_KNOWN_GOOD
|
In the case of a conflict, the last known good version of this snapshot will be used. |
LONGEST_PLAYTIME
|
In the case of a conflict, the snapshot with the longest played time will be used. |
MANUAL
|
In the case of a conflict, the result will be returned to the app for resolution. |
MOST_RECENTLY_MODIFIED
|
In the case of a conflict, the most recently modified version of this snapshot will be used. |
SnapshotOpenStatus
SnapshotOpenStatus
The set of possible values representing the result of a snapshot open operation.
Properties | |
---|---|
ERROR_APP_MISCONFIGURED
|
The application is misconfigured. See logs for more info. |
ERROR_GAME_NOT_FOUND
|
The specified game ID was not recognized by the server. |
ERROR_INTERNAL
|
An internal error occurred. |
ERROR_INTERRUPTED
|
A blocking call was interrupted while waiting and did not run to completion. |
ERROR_NETWORK_OPERATION_FAILED
|
A network error occurred during an operation that requires network access. |
ERROR_NOT_AUTHORIZED
|
The player is not authorized to perform the operation. |
ERROR_NO_DATA
|
A network error occurred, and there is no data available locally. |
ERROR_SNAPSHOT_COMMIT_FAILED
|
The attempt to commit the change to the snapshot failed. |
ERROR_SNAPSHOT_CONFLICT_MISSING
|
The snapshot conflict being resolved does not exist. |
ERROR_SNAPSHOT_CONTENTS_UNAVAILABLE
|
An error occurred while attempting to open the contents of a snapshot. |
ERROR_SNAPSHOT_CREATION_FAILED
|
The attempt to create a snapshot failed. |
ERROR_SNAPSHOT_FOLDER_UNAVAILABLE
|
The root folder for snapshots could not be found or created. |
ERROR_SNAPSHOT_NOT_FOUND
|
The specified snapshot was not found. |
ERROR_TIMEOUT
|
Timed out while awaiting the result. |
VALID
|
The operation was successful. |
VALID_WITH_CONFLICT
|
The operation was successful, but a conflict was detected. |
UIStatus
UIStatus
The set of possible values representing the result of a UI attempt.
Properties | |
---|---|
ERROR_APP_MISCONFIGURED
|
The application is misconfigured. See logs for more info. |
ERROR_CANCELED
|
The user closed the UI, cancelling the operation. |
ERROR_GAME_NOT_FOUND
|
The specified game ID was not recognized by the server. |
ERROR_INTERNAL
|
An internal error occurred. |
ERROR_INTERRUPTED
|
A blocking call was interrupted while waiting and did not run to completion. |
ERROR_LEFT_ROOM
|
The player left the multiplayer room. |
ERROR_NETWORK_OPERATION_FAILED
|
A network error occurred during an operation that requires network access. |
ERROR_NOT_AUTHORIZED
|
The player is not authorized to perform the operation. |
ERROR_NO_DATA
|
A network error occurred, and there is no data available locally. |
ERROR_TIMEOUT
|
Timed out while awaiting the result. |
ERROR_UI_BUSY
|
UI could not be opened. |
ERROR_VERSION_UPDATE_REQUIRED
|
The installed version of Google Play services is out of date. |
VALID
|
The operation was successful. |
VideoCaptureMode
VideoCaptureMode
VideoCaptureOverlayState
VideoCaptureOverlayState
Values indicating the state of the video capture overlay UI.
Properties | |
---|---|
DISMISSED
|
State used to indicate that the user has dismissed the capture overlay and it is no longer visible. |
SHOWN
|
State used to indicate that the capture overlay is drawn on the screen and visible to the user. |
STARTED
|
State used to indicate that the user has initiated capture via the capture overlay. |
STOPPED
|
State used to indicate that the user has stopped capturing via the capture overlay. |
UNKNOWN
|
State used to indicate that the state of the capture overlay is unknown. This usually indicates an error. |
VideoQualityLevel
VideoQualityLevel
Values indicating the quality of the video capture.
Properties | |
---|---|
FULLHD
|
Full HD quality: 2160P resolution and high bit rate, e.g. 10-12Mbps. |
HD
|
HD quality: DVD HD resolution (i.e. 720p) and a medium bit rate (e.g. 3-4Mbps). |
SD
|
SD quality: Standard def resolution (e.g. 480p) and a low bit rate (e.g. 1-2Mbps). |
UNKNOWN
|
An unknown value to return when quality level is not available. |
XHD
|
Extreme HD quality: BluRay HD resolution (i.e. 1080p) and a high bit rate (e.g. 6-8Mbps). |
Typedefs
ConnectionRequestCallback
std::function< void(int64_t client_id, const ConnectionRequest &request)> ConnectionRequestCallback
Defines a callback type that receives a ConnectionRequest when a remote endpoint attempts to connect to the app's own endpoint.
client_id
is the ID of the NearbyConnections
instance that received this request. request
contains the details of the connection request.
ConnectionResponseCallback
std::function< void(int64_t client_id, const ConnectionResponse &response)> ConnectionResponseCallback
Defines a callback type that receives a ConnectionResponse when a response arrives after an attempt to establish a connection to a remote endpoint.
client_id
is the ID of the NearbyConnections
instance that sent the connection request. response
contains the details of the response.
Duration
std::chrono::milliseconds Duration
Data type used to specify durations in milliseconds.
StartAdvertisingCallback
std::function< void(int64_t client_id, const StartAdvertisingResult &result)> StartAdvertisingCallback
Defines a callback type that receives a StartAdvertisingResult when a local endpoint advertising attempt is complete; its success field indicates whether advertising started successfully.
client_id
is the ID of the NearbyConnections
instance that tried to start advertising. result
contains the results of that advertisement.
Timeout
std::chrono::milliseconds Timeout
Data type used in specifying timeout periods for attempted operations.
Timestamp
std::chrono::milliseconds Timestamp
Data type used to specify timestamps.
Relative to the epoch (1/1/1970).
TurnBasedMultiplayerEvent
MultiplayerEvent TurnBasedMultiplayerEvent
Deprecated. Prefer MultiplayerEvent.
Functions
DEFAULT_ON_AUTH_ACTION_FINISHED
void DEFAULT_ON_AUTH_ACTION_FINISHED( AuthOperation op, AuthStatus status )
This is the default value for Builder::SetOnAuthActionFinished.
By default, this function logs the name of the auth operation that has finished, as well as the completion status of the operation.
DEFAULT_ON_AUTH_ACTION_STARTED
void DEFAULT_ON_AUTH_ACTION_STARTED( AuthOperation op )
This is the default value for Builder:SetOnAuthActionStarted.
By default, this function logs the name of the auth operation that has started.
DEFAULT_ON_LOG
void DEFAULT_ON_LOG( LogLevel level, const std::string & message )
This is the default value for Builder::SetLogging.
By default, logs are written in a platform-specific manner (i.e., to the Android log or NSLog).
DEFAULT_ON_MULTIPLAYER_INVITATION_RECEIVED
void DEFAULT_ON_MULTIPLAYER_INVITATION_RECEIVED( MultiplayerEvent event, std::string invitation_id, MultiplayerInvitation invitation )
This is the default value of Builder::SetOnMultiplayerInvitationEvent.
By default, this function logs the id of the invitation.
DEFAULT_ON_TURN_BASED_MULTIPLAYER_EVENT
void DEFAULT_ON_TURN_BASED_MULTIPLAYER_EVENT( MultiplayerEvent event, std::string match_id, TurnBasedMatch match )
This is the default value of Builder::SetOnTurnBasedMatchEvent.
By default, this function logs the id of the turn based match which was updated.
DebugString
std::string DebugString( AchievementType type )
Returns a human-readable achievement type.
DebugString
std::string DebugString( AchievementState state )
Returns a human-readable achievement state.
DebugString
std::string DebugString( const Achievement & achievement )
Returns a human-readable achievement.
DebugString
std::string DebugString( const Event & event )
Returns all event data in human-readable form.
DebugString
std::string DebugString( LeaderboardOrder order )
Returns the value of order in human-readable form.
DebugString
std::string DebugString( const Leaderboard & leaderboard )
Returns all leaderboard data in human-readable form.
DebugString
std::string DebugString( LeaderboardStart start )
Returns the value of start in human-readable form.
DebugString
std::string DebugString( LeaderboardTimeSpan time_span )
Returns the value of time_span in human-readable form.
DebugString
std::string DebugString( LeaderboardCollection collection )
Returns the value of collection in human-readable form.
DebugString
std::string DebugString( const Score & score )
Returns all score data in human-readable form.
DebugString
std::string DebugString( const ScorePage & score_page )
Returns all score-page data in human-readable form.
DebugString
std::string DebugString( const ScorePage::Entry & entry )
Returns all score entries in human-readable form.
DebugString
std::string DebugString( const ScoreSummary & summary )
Returns all score summary data in human-readable form.
DebugString
std::string DebugString( const TurnBasedMatch & match )
Returns data for a turn-based match in human-readable form.
DebugString
std::string DebugString( const MultiplayerInvitation & invitation )
Returns data for a multiplayer invitation in human-readable form.
DebugString
std::string DebugString( const TurnBasedMatchConfig & config )
Returns data for a turn-based match configuration object in human-readable form.
DebugString
std::string DebugString( const MultiplayerParticipant & participant )
Returns a multiplayer participant in human-readable form.
DebugString
std::string DebugString( RealTimeRoom room )
Returns RealTimeRoom in human-readable form.
DebugString
std::string DebugString( RealTimeRoomStatus status )
Returns RealTimeRoomStatus in human-readable form.
DebugString
std::string DebugString( const Player & player )
Returns all player data in human-readable form.
DebugString
std::string DebugString( const PlayerLevel & player )
Returns player level info in human-readable form.
DebugString
std::string DebugString( const SnapshotMetadataChange::CoverImage & image )
Returns data from a snapshot cover image in human-readable form.
DebugString
std::string DebugString( const SnapshotMetadata & metadata )
Returns data from a snapshot metadata object in human-readable form.
DebugString
std::string DebugString( const SnapshotMetadataChange & change )
Returns data from a snapshot metadata change in human-readable form.
DebugString
std::string DebugString( BaseStatus::StatusCode status )
Returns a BaseStatus in human-readable form.
DebugString
std::string DebugString( AuthStatus status )
Returns authorization status in human-readable form.
DebugString
std::string DebugString( ResponseStatus status )
Returns response status in human-readable form.
DebugString
std::string DebugString( FlushStatus status )
Returns flush status in human-readable form.
DebugString
std::string DebugString( MultiplayerStatus status )
Returns multiplayer status in human-readable form.
DebugString
std::string DebugString( SnapshotOpenStatus status )
Returns snapshot open status in human-readable form.
DebugString
std::string DebugString( Timeout timeout )
Returns timeout in human-readable form.
Returns duration in human-readable form.
Returns timestamp in human-readable form.
DebugString
std::string DebugString( DataSource source )
Returns data source in human-readable form.
DebugString
std::string DebugString( AuthOperation op )
Returns authorization operation in human-readable form.
DebugString
std::string DebugString( ImageResolution res )
Returns image resolution selection in human-readable form.
DebugString
std::string DebugString( EventVisibility vis )
Returns event visibility in human-readable form.
DebugString
std::string DebugString( ParticipantStatus status )
Returns participant status in human-readable form.
DebugString
std::string DebugString( MatchResult result )
Returns match result in human-readable form.
DebugString
std::string DebugString( MatchStatus status )
Returns match status in human-readable form.
DebugString
std::string DebugString( MultiplayerEvent event )
Returns turn-based multiplayer event in human-readable form.
DebugString
std::string DebugString( SnapshotConflictPolicy policy )
Returns snapshot conflict policy in human-readable form.
DebugString
std::string DebugString( VideoCaptureMode mode )
Returns video capture mode in human-readable form.
DebugString
std::string DebugString( VideoQualityLevel level )
Returns video quality level in human-readable form.
IsError
bool IsError( BaseStatus::StatusCode )
Returns true if a BaseStatus represents an unsuccessful operation.
IsError
bool IsError( ResponseStatus )
Returns true if an attempted operation does not result in a successful response.
IsError
bool IsError( MultiplayerStatus )
Returns true if a Multiplayer operation did not complete successfully.
IsError
bool IsError( SnapshotOpenStatus )
Returns true if a snapshot open operation did not complete successfully.
IsSuccess
bool IsSuccess( BaseStatus::StatusCode )
Returns true if a BaseStatus
represents a successful operation.
IsSuccess
bool IsSuccess( ResponseStatus )
Returns true if an attempted operation resulted in a successful response.
IsSuccess
bool IsSuccess( MultiplayerStatus )
Returns true if a multiplayer operation completed successfully.
IsSuccess
bool IsSuccess( SnapshotOpenStatus )
Returns true if a snapshot open operation completed successfully.
operator<<
std::ostream & operator<<( std::ostream & os, AchievementType type )
Writes a human-readable achievement type to an output stream.
operator<<
std::ostream & operator<<( std::ostream & os, AchievementState state )
Writes a human-readable achievement state to an output stream.
operator<<
std::ostream & operator<<( std::ostream & os, const Achievement & achievement )
Writes a human-readable achievement to an output stream.
operator<<
std::ostream & operator<<( std::ostream & os, const Event & event )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, EventVisibility vis )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, LeaderboardOrder order )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const Leaderboard & leaderboard )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, LeaderboardStart start )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, LeaderboardTimeSpan time_span )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, LeaderboardCollection collection )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const Score & score )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const ScorePage & score_page )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const ScorePage::Entry & entry )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const ScoreSummary & summary )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const TurnBasedMatch & match )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const MultiplayerInvitation & invitation )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const TurnBasedMatchConfig & config )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const MultiplayerParticipant & participant )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, RealTimeRoomStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, RealTimeRoom room )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, ParticipantStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, MatchResult result )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, MatchStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, MultiplayerEvent event )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const Player & player )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const PlayerLevel & player )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, ImageResolution res )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const SnapshotMetadataChange::CoverImage & image )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const SnapshotMetadata & metadata )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, const SnapshotMetadataChange & change )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, SnapshotConflictPolicy policy )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, BaseStatus::StatusCode status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, AuthStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, ResponseStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, FlushStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, UIStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, MultiplayerStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, SnapshotOpenStatus status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, Timeout timeout )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, DataSource status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, LogLevel status )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, AuthOperation op )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, VideoCaptureMode mode )
Provided for easy use of the corresponding debug string with streams.
operator<<
std::ostream & operator<<( std::ostream & os, VideoQualityLevel level )
Provided for easy use of the corresponding debug string with streams.