Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.UIDataProvider_OnlineFriends


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
/**
 * 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');
			}
		}
	}
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: må 17-1-2011 20:03:28.000 - Creation time: ti 22-3-2011 19:57:12.709 - Created with UnCodeX