added api, cleaned up status events

This commit is contained in:
Nick Leeman 2021-02-24 00:44:03 +01:00
parent fcbce77168
commit 9acfbf8484
6 changed files with 201 additions and 6 deletions

199
siwg/api/siwg.api Normal file
View File

@ -0,0 +1,199 @@
- name: siwg
type: table
desc: Functions and constants for interacting with Google Services (SIWG) APIs
members:
#*****************************************************************************************************
- name: is_supported
type: function
desc: Check if Google Services are available & ready on the device.
returns:
- name: is_supported
type: boolean
desc: Status of Google Services on the device.
examples:
- desc: |-
```lua
if siwg then
local is_supported = siwg.is_supported()
end
```
#*****************************************************************************************************
- name: login
type: function
desc: Login to SIWG using a button.
examples:
- desc: |-
Log in to SIWG using a button:
```lua
if siwg then
siwg.login()
end
```
#*****************************************************************************************************
- name: silent_login
type: function
desc: Silent login to SIWG.
This function is trying to retrieve the currently signed-in players account.
[icon:attention] By default login methods request `GoogleSignInOptions.DEFAULT_GAMES_SIGN_IN`.
But if you use Disk, we have to request extra scope `Drive.SCOPE_APPFOLDER`.
Or if you use ID token, we have to request ID token with provided client_id.
If so it causes the first time silent sign-in to fail, except for users who
have already signed in successfully on a different device. Turn off SIWG
features you don't want to use in `game.project`.
examples:
- desc: |-
```lua
function init(self)
if siwg then
siwg.silent_login()
end
end
```
#*****************************************************************************************************
- name: logout
type: function
desc: Logout from SIWG
examples:
- desc: |-
```lua
if siwg then
siwg.logout()
end
```
#*****************************************************************************************************
- name: get_display_name
type: function
desc: Get the current SIWG player display name.
returns:
- name: name
type: string
desc: The player's display name.
examples:
- desc: |-
```lua
if siwg then
local name = siwg.get_display_name()
end
```
#*****************************************************************************************************
- name: get_id
type: function
desc: Get the current SIWG player id.
returns:
- name: id
type: string
desc: The player ID.
examples:
- desc: |-
```lua
if siwg then
local id = siwg.get_id()
end
```
#*****************************************************************************************************
- name: get_id_token
type: function
desc: Get the current SIWG player id token. Available only if "siwg.client_id" is configured in game.project
and "siwg.request_id_token = 1".
returns:
- name: id_token
type: string
desc: The player ID token.
examples:
- desc: |-
```lua
if siwg then
local id_token = siwg.get_id_token()
end
```
#*****************************************************************************************************
- name: get_server_auth_code
type: function
desc: Returns a one-time server auth code to send to your web server which can be exchanged for access token
returns:
- name: server_auth_code
type: string
desc: The server auth code for logged in account.
examples:
- desc: |-
```lua
if siwg then
local server_auth_code = siwg.get_server_auth_code()
end
```
#*****************************************************************************************************
- name: is_logged_in
type: function
desc: Check if a user is logged in currently.
returns:
- name: is_loggedin
type: boolean
desc: Current login state.
examples:
- desc: |-
```lua
if siwg then
local is_loggedin = siwg.is_logged_in()
end
```
#*****************************************************************************************************
- name: MSG_SIGN_IN
type: number
desc: The message type that SIWG sends when finishing the asynchronous operation
after calling `siwg.login()`
- name: MSG_SILENT_SIGN_IN
type: number
desc: The message type that SIWG sends when finishing the asynchronous operation
after calling `siwg.silent_login()`
- name: MSG_SIGN_OUT
type: number
desc: The message type that SIWG sends when finishing the asynchronous operation
after calling `siwg.logout()`
- name: STATUS_SUCCESS
type: number
desc: An operation success.
- name: STATUS_FAILED
type: number
desc: An operation failed. Check the error field in the massage table.

View File

@ -44,11 +44,9 @@ public class SiwgJNI {
private static final int MSG_SIGN_IN = 1;
private static final int MSG_SILENT_SIGN_IN = 2;
private static final int MSG_SIGN_OUT = 3;
private static final int MSG_GET_EVENTS = 11;
private static final int STATUS_SUCCESS = 1;
private static final int STATUS_FAILED = 2;
private static final int STATUS_CONFLICT = 4;
//
// Global Properties

View File

@ -11,7 +11,7 @@
#include "siwg.h"
#include "siwg_jni.h"
#include "private_siwg_callback.h"
#include "siwg_callback.h"
#include "com_aterve_siwg_SiwgJNI.h"
static bool luaL_checkbool(lua_State *L, int numArg)
@ -265,7 +265,6 @@ static void LuaInit(lua_State* L)
SETCONSTANT(STATUS_SUCCESS)
SETCONSTANT(STATUS_FAILED)
SETCONSTANT(STATUS_CONFLICT)
#undef SETCONSTANT
lua_pop(L, 1);

View File

@ -13,5 +13,4 @@ enum STATUS
{
STATUS_SUCCESS = 1,
STATUS_FAILED = 2,
STATUS_CONFLICT = 4,
};

View File

@ -1,5 +1,5 @@
#if defined(DM_PLATFORM_IOS) || defined(DM_PLATFORM_ANDROID)
#include "private_siwg_callback.h"
#include "siwg_callback.h"
#include <stdlib.h>
static SIWG_callback m_callback;