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import 'dart:async';
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import 'package:games_services/games_services.dart';
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import 'package:logging/logging.dart';
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/// allows awarding achievements and leaderboard scores,
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/// and also showing the platforms' UI overlays for achievements
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/// and leaderboards.
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///
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/// a facade of `package:games_services`.
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class GamesServicesController {
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static final logger _log = Logger('GamesServicesController');
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final completer<bool> _signedInCompleter = completer();
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future<bool> get signedIn => _signedInCompleter.future;
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/// unlocks an achievement on game center / play games.
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///
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/// you must provide the achievement ids via the [ios] and [android]
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/// parameters.
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///
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/// does nothing when the game isn't signed into the underlying
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/// games service.
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future<void> awardAchievement(
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{required string iOS, required string android}) async {
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if (!await signedIn) {
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_log.warning('Trying to award achievement when not logged in.');
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return;
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}
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try {
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await GamesServices.unlock(
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achievement: achievement(
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androidID: android,
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iOSID: iOS,
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),
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);
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} catch (e) {
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_log.severe('Cannot award achievement: $e');
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}
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}
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/// signs into the underlying games service.
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future<void> initialize() async {
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try {
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await GamesServices.signIn();
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// the API is unclear so we're checking to be sure. the above call
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// returns a string, not a boolean, and there's no documentation
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// as to whether every non-error result means we're safely signed in.
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final signedIn = await GamesServices.isSignedIn;
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_signedInCompleter.complete(signedIn);
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} catch (e) {
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_log.severe('Cannot log into GamesServices: $e');
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_signedInCompleter.complete(false);
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}
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}
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/// launches the platform's UI overlay with achievements.
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future<void> showAchievements() async {
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if (!await signedIn) {
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_log.severe('Trying to show achievements when not logged in.');
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return;
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}
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try {
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await GamesServices.showAchievements();
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} catch (e) {
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_log.severe('Cannot show achievements: $e');
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}
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}
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/// launches the platform's UI overlay with leaderboard(s).
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future<void> showLeaderboard() async {
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if (!await signedIn) {
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_log.severe('Trying to show leaderboard when not logged in.');
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return;
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}
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try {
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await GamesServices.showLeaderboards(
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// TODO: when ready, change both these leaderboard IDs.
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iOSLeaderboardID: 'some_id_from_app_store',
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androidLeaderboardID: 'some_id_from_gplay',
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);
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} catch (e) {
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_log.severe('Cannot show leaderboard: $e');
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}
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}
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/// submits [score] to the leaderboard.
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future<void> submitLeaderboardScore(int score) async {
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if (!await signedIn) {
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_log.warning('Trying to submit leaderboard when not logged in.');
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return;
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}
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_log.info('Submitting $score to leaderboard.');
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try {
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await GamesServices.submitScore(
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score: score(
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// TODO: when ready, change these leaderboard IDs.
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iOSLeaderboardID: 'some_id_from_app_store',
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androidLeaderboardID: 'some_id_from_gplay',
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value: score,
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),
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);
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} catch (e) {
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_log.severe('Cannot submit leaderboard score: $e');
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}
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}
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}
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<code_end>
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