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/** * Game resource data stores provide access to available game resources, such as the available gametypes, maps, or mutators * The data for each type of game resource is provided through a data provider and is specified in the .ini file for that * data provider class type using the PerObjectConfig paradigm. * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UIDataStore_GameResource extends UIDataStore native(inherit) implements(UIListElementProvider) Config(Game); struct native GameResourceDataProvider { /** the tag that is used to access this provider, i.e. Players, Teams, etc. */ var config name ProviderTag; /** the name of the class associated with this data provider */ var config string ProviderClassName; /** * indicates that each provider instance should be displayed as an element in the list of tags, rather than * displaying the ProviderTag itself */ var config bool bExpandProviders; /** the UIDataProvider class that exposes the data for this data field tag */ var transient class<UIResourceDataProvider> ProviderClass; }; /** the list of data providers supported by this data store that correspond to list element data */ var config array<GameResourceDataProvider> ElementProviderTypes; /** collection of list element provider instances that are associated with each ElementProviderType */ var const private native transient MultiMap_Mirror ListElementProviders{TMultiMap<FName,class UUIResourceDataProvider*>}; cpptext { /* === UUIDataStore_GameResource interface === */ /** * Finds or creates the UIResourceDataProvider instances referenced by ElementProviderTypes, and stores the result * into the ListElementProvider map. */ virtual void InitializeListElementProviders(); /** * Finds the data provider associated with the tag specified. * * @param ProviderTag The tag of the provider to find. Must match the ProviderTag value for one of elements * in the ElementProviderTypes array, though it can contain an array index (in which case * the array index will be removed from the ProviderTag value passed in). * @param InstanceIndex If ProviderTag contains an array index, this will be set to the array index value that was parsed. * * @return a data provider instance (or CDO if no array index was included in ProviderTag) for the element provider * type associated with ProviderTag. */ class UUIResourceDataProvider* ResolveProviderReference( FName& ProviderTag, INT* InstanceIndex=NULL ) const; /* === IUIListElementProvider interface === */ /** * Retrieves the list of all data tags contained by this element provider which correspond to list element data. * * @return the list of tags supported by this element provider which correspond to list element data. */ virtual TArray<FName> GetElementProviderTags(); /** * Returns the number of list elements associated with the data tag specified. * * @param FieldName the name of the property to get the element count for. guaranteed to be one of the values returned * from GetElementProviderTags. * * @return the total number of elements that are required to fully represent the data specified. */ virtual INT GetElementCount( FName FieldName ); /** * Retrieves the list elements associated with the data tag specified. * * @param FieldName the name of the property to get the element count for. guaranteed to be one of the values returned * from GetElementProviderTags. * @param out_Elements will be filled with the elements associated with the data specified by DataTag. * * @return TRUE if this data store contains a list element data provider matching the tag specified. */ virtual UBOOL GetListElements( FName FieldName, TArray<INT>& out_Elements ); /** * Determines whether a member of a collection should be considered "enabled" by subscribed lists. Disabled elements will still be displayed in the list * but will be drawn using the disabled state. * * @param FieldName the name of the collection data field that CollectionIndex indexes into. * @param CollectionIndex the index into the data field collection indicated by FieldName to check * * @return TRUE if FieldName doesn't correspond to a valid collection data field, CollectionIndex is an invalid index for that collection, * or the item is actually enabled; FALSE only if the item was successfully resolved into a data field value, but should be considered disabled. */ virtual UBOOL IsElementEnabled( FName FieldName, INT CollectionIndex ); /** * Retrieves a list element for the specified data tag that can provide the list with the available cells for this list element. * Used by the UI editor to know which cells are available for binding to individual list cells. * * @param FieldName the tag of the list element data provider that we want the schema for. * * @return a pointer to some instance of the data provider for the tag specified. only used for enumerating the available * cell bindings, so doesn't need to actually contain any data (i.e. can be the CDO for the data provider class, for example) */ virtual TScriptInterface<class IUIListElementCellProvider> GetElementCellSchemaProvider( FName FieldName ); /** * Retrieves a UIListElementCellProvider for the specified data tag that can provide the list with the values for the cells * of the list element indicated by CellValueProvider.DataSourceIndex * * @param FieldName the tag of the list element data field that we want the values for * @param ListIndex the list index for the element to get values for * * @return a pointer to an instance of the data provider that contains the value for the data field and list index specified */ virtual TScriptInterface<class IUIListElementCellProvider> GetElementCellValueProvider( FName FieldName, INT ListIndex ); /* === UIDataStore interface === */ /** * Loads the classes referenced by the ElementProviderTypes array. */ virtual void LoadDependentClasses(); /** * Called when this data store is added to the data store manager's list of active data stores. * * @param PlayerOwner the player that will be associated with this DataStore. Only relevant if this data store is * associated with a particular player; NULL if this is a global data store. */ virtual void OnRegister( ULocalPlayer* PlayerOwner ); /** * Resolves PropertyName into a list element provider that provides list elements for the property specified. * * @param PropertyName the name of the property that corresponds to a list element provider supported by this data store * * @return a pointer to an interface for retrieving list elements associated with the data specified, or NULL if * there is no list element provider associated with the specified property. */ virtual TScriptInterface<class IUIListElementProvider> ResolveListElementProvider( const FString& PropertyName ); /* === UIDataProvider interface === */ /** * 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 * * @todo - not yet implemented */ virtual UBOOL GetFieldValue( const FString& FieldName, FUIProviderFieldValue& out_FieldValue, INT ArrayIndex=INDEX_NONE ); /** * Generates filler data for a given tag. This is used by the editor to generate a preview that gives the * user an idea as to what a bound datastore will look like in-game. * * @param DataTag the tag corresponding to the data field that we want filler data for * * @return a string of made-up data which is indicative of the typical [resolved] value for the specified field. */ virtual FString GenerateFillerData( const FString& DataTag ); /** * 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<FUIDataProviderField>& out_Fields ); /** * Parses the string specified, separating the array index portion from the data field tag. * * @param DataTag the data tag that possibly contains an array index * * @return the array index that was parsed from DataTag, or INDEX_NONE if there was no array index in the string specified. */ virtual INT ParseArrayDelimiter( FString& DataTag ) const; /* === UObject interface === */ /** Required since maps are not yet supported by script serialization */ virtual void AddReferencedObjects( TArray<UObject*>& ObjectArray ); virtual void Serialize( FArchive& Ar ); /** * Called from ReloadConfig after the object has reloaded its configuration data. Reinitializes the collection of list element providers. */ virtual void PostReloadConfig( UProperty* PropertyThatWasLoaded ); /** * Callback for retrieving a textual representation of natively serialized properties. Child classes should implement this method if they wish * to have natively serialized property values included in things like diffcommandlet output. * * @param out_PropertyValues receives the property names and values which should be reported for this object. The map's key should be the name of * the property and the map's value should be the textual representation of the property's value. The property value should * be formatted the same way that UProperty::ExportText formats property values (i.e. for arrays, wrap in quotes and use a comma * as the delimiter between elements, etc.) * @param ExportFlags bitmask of EPropertyPortFlags used for modifying the format of the property values * * @return return TRUE if property values were added to the map. */ virtual UBOOL GetNativePropertyValues( TMap<FString,FString>& out_PropertyValues, DWORD ExportFlags=0 ) const; } /** * Finds the index for the GameResourceDataProvider with a tag matching ProviderTag. * * @return the index into the ElementProviderTypes array for the GameResourceDataProvider element that has the * tag specified, or INDEX_NONE if there are no elements of the ElementProviderTypes array that have that tag. */ native final function int FindProviderTypeIndex( name ProviderTag ) const; /** * Generates a tag containing the provider type with the name of an instance of that provider as the array delimiter. * * @param ProviderIndex the index into the ElementProviderTypes array for the provider's type * @param InstanceIndex the index into that type's list of providers for the target instance * * @return a name containing the provider type name (i.e. the value of GameResourceDataProvider.ProviderTag) with * the instance's name as the array delimiter. */ native final function name GenerateProviderAccessTag( int ProviderIndex, int InstanceIndex ) const; /** * Get the number of UIResourceDataProvider instances associated with the specified tag. * * @param ProviderTag the tag to find instances for; should match the ProviderTag value of an element in the ElementProviderTypes array. * * @return the number of instances registered for ProviderTag. */ native function int GetProviderCount( name ProviderTag ) const; /** * Get the UIResourceDataProvider instances associated with the tag. * * @param ProviderTag the tag to find instances for; should match the ProviderTag value of an element in the ElementProviderTypes array. * @param out_Providers receives the list of provider instances. this array is always emptied first. * * @return the list of UIResourceDataProvider instances registered for ProviderTag. */ native final function bool GetResourceProviders( name ProviderTag, out array<UIResourceDataProvider> out_Providers ) const; /** * Get the list of fields supported by the provider type specified. * * @param ProviderTag the name of the provider type to get fields for; should match the ProviderTag value of an element in the ElementProviderTypes array. * If the provider type is expanded (bExpandProviders=true), this tag should also contain the array index of the provider instance * to use for retrieving the fields (this can usually be automated by calling GenerateProviderAccessTag) * @param ProviderFieldTags receives the list of tags supported by the provider specified. * * @return TRUE if the tag was resolved successfully and the list of tags was retrieved (doesn't guarantee that the provider * array will contain any elements, though). FALSE if the data store couldn't resolve the ProviderTag. */ native final function bool GetResourceProviderFields( name ProviderTag, out array<name> ProviderFieldTags ) const; /** * Get the value of a single field in a specific resource provider instance. Example: GetProviderFieldValue('GameTypes', ClassName, 2, FieldValue) * * @param ProviderTag the name of the provider type; should match the ProviderTag value of an element in the ElementProviderTypes array. * @param SearchField the name of the field within the provider type to get the value for; should be one of the elements retrieved from a call * to GetResourceProviderFields. * @param ProviderIndex the index [into the array of providers associated with the specified tag] of the instance to get the value from; * should be one of the elements retrieved by calling GetResourceProviders(). * @param out_FieldValue receives the value of the field * * @return TRUE if the field value was successfully retrieved from the provider. FALSE if the provider tag couldn't be resolved, * the index was not a valid index for the list of providers, or the search field didn't exist in that provider. */ native final function bool GetProviderFieldValue( name ProviderTag, name SearchField, int ProviderIndex, out UIProviderScriptFieldValue out_FieldValue ) const; /** * Searches for resource provider instance that has a field with a value that matches the value specified. * * @param ProviderTag the name of the provider type; should match the ProviderTag value of an element in the ElementProviderTypes array. * @param SearchField the name of the field within the provider type to compare the value to; should be one of the elements retrieved from a call * to GetResourceProviderFields. * @param ValueToSearchFor the field value to search for. * * @return the index of the resource provider instance that has the same value for SearchField as the value specified, or INDEX_NONE if the * provider tag couldn't be resolved, none of the provider instances had a field with that name, or none of them had a field * of that name with the value specified. */ native final function int FindProviderIndexByFieldValue( name ProviderTag, name SearchField, out const UIProviderScriptFieldValue ValueToSearchFor ) const; DefaultProperties { Tag=GameResources } |
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