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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** * This class is responsible for retrieving the friends list from the online * subsystem and populating the UI with that data. */ class UIDataProvider_OnlineFriends extends UIDataProvider_OnlinePlayerDataBase native(inherit) implements(UIListElementCellProvider) dependson(OnlineSubsystem) transient; /** Gets a copy of the friends data from the online subsystem */ var array<OnlineFriend> FriendsList; /** The column name to display in the UI */ var localized string NickNameCol; /** The column name to display in the UI */ var localized string PresenceInfoCol; /** The column name to display in the UI */ var localized string FriendStateCol; /** The column name to display in the UI */ var localized string bIsOnlineCol; /** The column name to display in the UI */ var localized string bIsPlayingCol; /** The column name to display in the UI */ var localized string bIsPlayingThisGameCol; /** The column name to display in the UI */ var localized string bIsJoinableCol; /** The column name to display in the UI */ var localized string bHasVoiceSupportCol; /** The column name to display in the UI */ var localized string bHaveInvitedCol; /** The column name to display in the UI */ var localized string bHasInvitedYouCol; /** The text to use when offline */ var localized string OfflineText; /** The text to use when online */ var localized string OnlineText; /** The text to use when away */ var localized string AwayText; /** The text to use when busy */ var localized string BusyText; cpptext { /* === IUIListElement interface === */ /** * Returns the names of the exposed members in OnlineFriend * * @see OnlineFriend structure in OnlineSubsystem */ virtual void GetElementCellTags(FName FieldName, TMap<FName,FString>& CellTags) { CellTags.Set(FName(TEXT("NickName")),*NickNameCol); CellTags.Set(FName(TEXT("PresenceInfo")),*PresenceInfoCol); CellTags.Set(FName(TEXT("FriendState")),*FriendStateCol); CellTags.Set(FName(TEXT("bIsOnline")),*bIsOnlineCol); CellTags.Set(FName(TEXT("bIsPlaying")),*bIsPlayingCol); CellTags.Set(FName(TEXT("bIsPlayingThisGame")),*bIsPlayingThisGameCol); CellTags.Set(FName(TEXT("bIsJoinable")),*bIsJoinableCol); CellTags.Set(FName(TEXT("bHasVoiceSupport")),*bHasVoiceSupportCol); CellTags.Set(FName(TEXT("bHaveInvited")),*bHaveInvitedCol); CellTags.Set(FName(TEXT("bHasInvitedYou")),*bHasInvitedYouCol); } /** * Retrieves the field type for the specified cell. * * @param FieldName the name of the field the desired cell tags are associated with. Used for cases where a single data provider * instance provides element cells for multiple collection data fields. * @param CellTag the tag for the element cell to get the field type for * @param out_CellFieldType receives the field type for the specified cell; should be a EUIDataProviderFieldType value. * * @return TRUE if this element cell provider contains a cell with the specified tag, and out_CellFieldType was changed. */ virtual UBOOL GetCellFieldType(FName FieldName, const FName& CellTag,BYTE& CellFieldType) { CellFieldType = DATATYPE_Property; return TRUE; } /** * Resolves the value of the cell specified by CellTag and stores it in the output parameter. * * @param FieldName the name of the field the desired cell tags are associated with. Used for cases where a single data provider * instance provides element cells for multiple collection data fields. * @param CellTag the tag for the element cell to resolve the value for * @param ListIndex the UIList's item index for the element that contains this cell. Useful for data providers which * do not provide unique UIListElement objects for each element. * @param out_FieldValue receives the resolved value for the property specified. * @see GetDataStoreValue for additional notes * @param ArrayIndex optional array index for use with cell tags that represent data collections. Corresponds to the * ArrayIndex of the collection that this cell is bound to, or INDEX_NONE if CellTag does not correspond * to a data collection. */ virtual UBOOL GetCellFieldValue( FName FieldName, const FName& CellTag, INT ListIndex, FUIProviderFieldValue& out_FieldValue, INT ArrayIndex=INDEX_NONE ); /* === UIDataProvider interface === */ /** * Gets the list of data fields exposed by this data provider. * * @param out_Fields will be filled in with the list of tags which can be used to access data in this data provider. * Will call GetScriptDataTags to allow script-only child classes to add to this list. */ virtual void GetSupportedDataFields( TArray<struct FUIDataProviderField>& out_Fields ) { new(out_Fields) FUIDataProviderField( FName(TEXT("Friends")), DATATYPE_Collection ); } /** * Resolves the value of the data field specified and stores it in the output parameter. * * @param FieldName the data field to resolve the value for; guaranteed to correspond to a property that this provider * can resolve the value for (i.e. not a tag corresponding to an internal provider, etc.) * @param out_FieldValue receives the resolved value for the property specified. * @see GetDataStoreValue for additional notes * @param ArrayIndex optional array index for use with data collections */ virtual UBOOL GetFieldValue( const FString& FieldName, struct FUIProviderFieldValue& out_FieldValue, INT ArrayIndex=INDEX_NONE ); } /** * Binds the player to this provider. Starts the async friends list gathering * * @param InPlayer the player that we are retrieving friends for */ event OnRegister(LocalPlayer InPlayer) { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; Super.OnRegister(InPlayer); // If the player is None, we are in the editor if (PlayerControllerId != -1) { // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { // Register that we are interested in any sign in change for this player PlayerInterface.AddLoginChangeDelegate(OnLoginChange); // Set our callback function per player PlayerInterface.AddReadFriendsCompleteDelegate(PlayerControllerId,OnFriendsReadComplete); // Don't read people that aren't signed in or are guest accounts if (PlayerInterface.GetLoginStatus(PlayerControllerId) > LS_NotLoggedIn && !PlayerInterface.IsGuestLogin(PlayerControllerId)) { // Start the async task PlayerInterface.ReadFriendsList(PlayerControllerId); } } } } } /** * Clears our delegate for getting login change notifications */ event OnUnregister() { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { // Set our callback function per player PlayerInterface.ClearReadFriendsCompleteDelegate(PlayerControllerId,OnFriendsReadComplete); // Clear our delegate PlayerInterface.ClearLoginChangeDelegate(OnLoginChange); } } Super.OnUnregister(); } /** * Handles the notification that the async read of the friends data is done * * @param bWasSuccessful whether the call completed ok or not */ function OnFriendsReadComplete(bool bWasSuccessful) { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; if (bWasSuccessful == true) { // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { // Make a copy of the friends data for the UI PlayerInterface.GetFriendsList(PlayerControllerId,FriendsList); } } // Notify any subscribers that we have new data NotifyPropertyChanged(); } else { `Log("Failed to read friends list",,'DevOnline'); } } /** * Executes a refetching of the friends data when the login for this player * changes * * @param LocalUserNum the player that logged in/out */ function OnLoginChange(byte LocalUserNum) { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; FriendsList.Length = 0; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None && PlayerInterface.GetLoginStatus(PlayerControllerId) > LS_NotLoggedIn && !PlayerInterface.IsGuestLogin(PlayerControllerId)) { // Start the async task PlayerInterface.ReadFriendsList(PlayerControllerId); } } // Notify any subscribers that we have changed data NotifyPropertyChanged(); } /** Re-reads the friends list to freshen any cached data */ event RefreshFriendsList() { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; // If the player is None, we are in the editor if (PlayerControllerId != -1) { // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None && PlayerInterface.GetLoginStatus(PlayerControllerId) > LS_NotLoggedIn && !PlayerInterface.IsGuestLogin(PlayerControllerId)) { // Start the async task PlayerInterface.ReadFriendsList(PlayerControllerId); `log("Refreshing friends list",,'DevOnline'); } } } } |
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