1
0
KF2-Dev-Scripts/Engine/Classes/UIDataStore_GameResource.uc

106 lines
4.7 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* 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 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UIDataStore_GameResource extends UIDataStore
native(inherit)
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();
/* === 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<UIResourceDataProvider> out_Providers ) const;
DefaultProperties
{
Tag=GameResources
}