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KF2-Dev-Scripts/Engine/Classes/UIDataStore_DynamicResource.uc

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2020-12-13 15:01:13 +00:00
/**
* This data store can be used for cases where both static and dynamic information about a particular game concept must be displayed together.
* For example, this data store could be used to display a list of levels which have been unlocked by the player. The information about the
* levels themselves would probably be exposed by a UIResourceDataProvider, but resource data providers cannot provide data about the player's
* progress since they are static by nature. The player's progress must come from something like a profile data provider that can provide
* information about which of the levels have been unlocked. This data store brings these two types of information together in order to
* provide a combination of static and dynamic information about a game resource from a single location.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UIDataStore_DynamicResource extends UIDataStore
native(UIPrivate)
config(Game);
/** Provides access to the player's profile data */
var transient UIDataProvider_OnlineProfileSettings ProfileProvider;
var transient UIDataStore_GameResource GameResourceDataStore;
struct native DynamicResourceProviderDefinition
{
/**
* the tag that is used to access this provider, i.e. Players, Teams, etc.; should be the same value as the ProviderTag for the
* static resource this provider type is associated with.
*/
var config name ProviderTag;
/** the name of the class associated with this data provider */
var config string ProviderClassName;
/** the UIDataProvider class that exposes the data for this data field tag */
var transient class<UIResourceCombinationProvider> ProviderClass;
};
/** the list of data providers supported by this data store that correspond to list element data */
var config array<DynamicResourceProviderDefinition> ResourceProviderDefinitions;
/** collection of list element provider instances that are associated with each ElementProviderType */
var const private native transient MultiMap_Mirror ResourceProviders{TMultiMap<FName,class UUIResourceCombinationProvider*>};
/*
- init the profile provider ref
- init the game resource ds ref
- create all resource providers
- initialize all resource providers
- implement all methods, just like game resource ds
*/
cpptext
{
/* === UUIDataStore_GameResource interface === */
/**
* Finds or creates the UIResourceDataProvider instances referenced by ElementProviderTypes, and stores the result
* into the ListElementProvider map.
*/
virtual void InitializeListElementProviders();
/* === 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 );
/* === 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;
/**
* 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<UIResourceCombinationProvider> out_Providers ) const;
/**
* Re-initializes all dynamic providers.
*
* @param LocalUserNum the player that had a login change
*/
native final function OnLoginChange(byte LocalUserNum);
/**
* 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.
*/
event Registered( LocalPlayer PlayerOwner )
{
local OnlineSubsystem OnlineSub;
local OnlinePlayerInterface PlayerInterface;
local UIDataStore_OnlinePlayerData PlayerProfileDS;
Super.Registered(PlayerOwner);
PlayerProfileDS = UIDataStore_OnlinePlayerData(class'UIRoot'.static.StaticResolveDataStore(class'UIDataStore_OnlinePlayerData'.default.Tag, PlayerOwner));
if ( PlayerProfileDS != None )
{
ProfileProvider = PlayerProfileDS.ProfileProvider;
}
GameResourceDataStore = UIDataStore_GameResource(class'UIRoot'.static.StaticResolveDataStore(class'UIDataStore_GameResource'.default.Tag, PlayerOwner));
// 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)
{
// We need to know when the player's login changes
PlayerInterface.AddLoginChangeDelegate(OnLoginChange);
}
}
}
/**
* Called when this data store is removed from 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.
*/
event Unregistered( LocalPlayer PlayerOwner )
{
local int TypeIndex, ProviderIndex;
local array<UIResourceCombinationProvider> ProviderInstances;
local OnlineSubsystem OnlineSub;
local OnlinePlayerInterface PlayerInterface;
Super.Unregistered(PlayerOwner);
/* if ( ProfileProvider.Player == PlayerOwner || ProfileProvider.Player == None )
{
ProfileProvider = None;
}*/
GameResourceDataStore = None;
// now tell all our providers to clear their profile reference as well....
for ( TypeIndex = 0; TypeIndex < ResourceProviderDefinitions.Length; TypeIndex++ )
{
if ( GetResourceProviders(ResourceProviderDefinitions[TypeIndex].ProviderTag, ProviderInstances) )
{
for ( ProviderIndex = 0; ProviderIndex < ProviderInstances.Length; ProviderIndex++ )
{
ProviderInstances[ProviderIndex].ClearProviderReferences();
}
}
}
// 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)
{
// Clear our delegate
PlayerInterface.ClearLoginChangeDelegate(OnLoginChange);
}
}
}
DefaultProperties
{
Tag=DynamicGameResource
}