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/** * This data store class is used for providing access to data that should only have the lifetime of the current scene. * Each scene has its own SceneDataStore, which is capable of containing an arbitrary number of data elements, configurable * by the designer using the UI editor. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SceneDataStore extends UIDataStore native(UIPrivate) implements(UIListElementProvider,UIListElementCellProvider) nontransient; var const transient UIScene OwnerScene; /** * The data provider that contains the data fields supported by this scene data store */ var protected UIDynamicFieldProvider SceneDataProvider; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /* == Delegates == */ /* == Events == */ /* == Natives == */ /* == UnrealScript == */ /** * Adds a new data field to the list of supported fields. * * @param FieldName the name to give the new field * @param FieldType the type of data field being added * @param bPersistent specify TRUE to add the field to the PersistentDataFields array as well. * @param out_InsertPosition allows the caller to find out where the element was inserted * * @return TRUE if the field was successfully added to the list; FALSE if the a field with that name already existed * or the specified name was invalid. */ final function bool AddField( name FieldName, EUIDataProviderFieldType FieldType=DATATYPE_Property, optional bool bPersistent, optional out int out_InsertPosition ) { if ( SceneDataProvider != None ) { return SceneDataProvider.AddField(FieldName, FieldType, bPersistent, out_InsertPosition); } return false; } /** * Removes the data field that has the specified tag. * * @param FieldName the name of the data field to remove from this data provider. * * @return TRUE if the field was successfully removed from the list of supported fields or the field name wasn't in the list * to begin with; FALSE if the name specified was invalid or the field couldn't be removed for some reason */ final function bool RemoveField( name FieldName ) { if ( SceneDataProvider != None ) { return SceneDataProvider.RemoveField(FieldName); } return false; } /** * Finds the index into the DataFields array for the data field specified. * * @param FieldName the name of the data field to search for * @param bSearchPersistentFields if TRUE, searches the PersistentDataFields array for the specified field; otherwise, * searches the RuntimeDataFields array * * @param the index into the DataFields array for the data field specified, or INDEX_NONE if it isn't in the array. */ final function int FindFieldIndex( name FieldName, optional bool bSearchPersistentFields ) { if ( SceneDataProvider != None ) { return SceneDataProvider.FindFieldIndex(FieldName, bSearchPersistentFields); } return INDEX_NONE; } /** * Removes all data fields from this data provider. * * @param bReinitializeRuntimeFields specify TRUE to reset the elements of the RuntimeDataFields array to match the elements * in the PersistentDataFields array. Ignored in the editor. * * @return TRUE indicates that all fields were removed successfully; FALSE otherwise. */ final function bool ClearFields( optional bool bReinitializeRuntimeFields=true ) { if ( SceneDataProvider != None ) { return SceneDataProvider.ClearFields(bReinitializeRuntimeFields); } return false; } /** * Gets the data value source array for the specified data field. * * @param FieldName the name of the data field the source data should be associated with. * @param out_DataValueArray receives the array of data values available for FieldName. * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the array containing possible values for the FieldName data field was successfully located and copied * into the out_DataValueArray variable. */ final function bool GetCollectionValueArray( name FieldName, out array<string> out_DataValueArray, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.GetCollectionValueArray(FieldName, out_DataValueArray, bPersistent, CellTag); } return false; } /** * Sets the source data for a collection data field to the values specified. It is not necessary to add the field first * (via AddField) in order to set the collection values. * * @param FieldName the name of the data field the source data should be associated with. * @param CollectionValues the actual values that will be associated with FieldName. * @param bClearExisting specify TRUE to clear the existing collection data before adding the new values * @param InsertIndex the position to insert the new values (only relevant if bClearExisting is FALSE) * @param bPersistent specify TRUE to ensure that the values will be added to PersistentCollectionData, even * if they otherwise wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the collection data was applied successfully; FALSE if there was also already data for this collection * data field [and bOverwriteExisting was FALSE] or the data couldn't otherwise */ final function bool SetCollectionValueArray( name FieldName, out const array<string> CollectionValues, optional bool bClearExisting=true, optional int InsertIndex=INDEX_NONE, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.SetCollectionValueArray(FieldName, CollectionValues, bClearExisting, InsertIndex, bPersistent, CellTag); } return false; } /** * Inserts a new string into the list of values for the specified collection data field. * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param NewValue the value to insert * @param InsertIndex the index [into the array of values for FieldName] to insert the new value, or INDEX_NONE to * append the value to the end of the list. * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param bAllowDuplicateValues * controls whether multiple elements containing the same value should be allowed in the data source * collection. If FALSE is specified, and NewValue already exists in the collection source array, method * return TRUE but it does not modify the array. If TRUE is specified, NewValue will be added anyway, * resulting in multiple copies of NewValue existing in the array. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the new value was successfully inserted into the collection data source for the specified field. */ final function bool InsertCollectionValue( name FieldName, out const string NewValue, optional int InsertIndex=INDEX_NONE, optional bool bPersistent, optional bool bAllowDuplicateValues, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.InsertCollectionValue(FieldName, NewValue, InsertIndex, bPersistent, bAllowDuplicateValues, CellTag); } return false; } /** * Removes a value from the collection data source specified by FieldName. * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param ValueToRemove the value that should be removed * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the value was successfully removed or didn't exist in the first place. */ final function bool RemoveCollectionValue( name FieldName, out const string ValueToRemove, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.RemoveCollectionValue(FieldName,ValueToRemove,bPersistent, CellTag); } return false; } /** * Removes the value from the collection data source specified by FieldName located at ValueIndex. * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param ValueIndex the index [into the array of values for FieldName] of the value that should be removed. * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the value was successfully removed; FALSE if ValueIndex wasn't valid or the value couldn't be removed. */ final function bool RemoveCollectionValueByIndex( name FieldName, int ValueIndex, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.RemoveCollectionValueByIndex(FieldName,ValueIndex,bPersistent, CellTag); } return false; } /** * Replaces the value in a collection data source with a different value. * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param CurrentValue the value that will be replaced. * @param NewValue the value that will replace CurrentValue * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the old value was successfully replaced with the new value. */ final function bool ReplaceCollectionValue( name FieldName, out const string CurrentValue, out const string NewValue, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.ReplaceCollectionValue(FieldName,CurrentValue,NewValue,bPersistent, CellTag); } return false; } /** * Replaces the value located at ValueIndex in a collection data source with a different value * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param ValueIndex the index [into the array of values for FieldName] of the value that should be replaced. * @param NewValue the value that should replace the old value. * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the value was successfully replaced; FALSE if ValueIndex wasn't valid or the value couldn't be removed. */ final function bool ReplaceCollectionValueByIndex( name FieldName, int ValueIndex, out const string NewValue, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.ReplaceCollectionValueByIndex(FieldName,ValueIndex,NewValue,bPersistent, CellTag); } return false; } /** * Removes all data values for a single collection data field. * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the data values were successfully cleared or didn't exist in the first place; FALSE if they couldn't be removed. */ final function bool ClearCollectionValueArray( name FieldName, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.ClearCollectionValueArray(FieldName,bPersistent, CellTag); } return false; } /** * Retrieves the value of an element in a collection data source array. * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param ValueIndex the index [into the array of values for FieldName] of the value that should be retrieved. * @param out_Value receives the value of the collection data source element * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return TRUE if the value was successfully retrieved and copied to out_Value. */ final function bool GetCollectionValue( name FieldName, int ValueIndex, out string out_Value, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.GetCollectionValue(FieldName,ValueIndex,out_Value,bPersistent, CellTag); } return false; } /** * Finds the index [into the array of values for FieldName] for a specific value. * * @param FieldName the name of the data field associated with the data source collection being manipulated. * @param ValueToFind the value that should be found. * @param bPersistent specify TRUE to ensure that the PersistentCollectionData is used, even if it otherwise * wouldn't be. * @param CellTag optional name of a subfield within the list of values for FieldName. if not specified, FieldName is used. * * @return the index for the specified value, or INDEX_NONE if it couldn't be found. */ final function int FindCollectionValueIndex( name FieldName, out const string ValueToFind, optional bool bPersistent, optional name CellTag ) { if ( SceneDataProvider != None ) { return SceneDataProvider.FindCollectionValueIndex(FieldName,ValueToFind,bPersistent, CellTag); } return INDEX_NONE; } /* == SequenceAction handlers == */ defaultproperties { Tag="SCENE_DATASTORE_TAG" Name="Default__SceneDataStore" ObjectArchetype=UIDataStore'Engine.Default__UIDataStore' } |
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