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/** * Base for classes which provide data to the UI subsystem. * A data store is how the UI references data in the game. Data stores allow the UI to reference game data in a safe * manner, since they encapsulate lifetime management. A data store can be either persistent, in which case it is * attached directly to the UIInteraction object and is available to all widgets, or it can be temporary, in which case * it is attached to the current scene and is only accessible to the widgets contained by that scene. * * Persistent data stores might track information such as UI data for all gametypes or characters. Temporary data * stores might track stuff like the name that was entered into some UI value widget. Data stores can provide static * information, such as the names of all gametypes, or dynamic information, such as the name of the current gametype. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIDataStore extends UIDataProvider native(inherit) abstract; // (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) /** The name used to access this datastore */ var name Tag; /** the list of delegates to call when data exposed by this data store has been updated */ var array<delegate<OnDataStoreValueUpdated> > RefreshSubscriberNotifies; /** * This delegate is called whenever the values exposed by this data store have been updated. Provides data stores with a way to * notify subscribers when they should refresh their values from this data store. * * @param SourceDataStore the data store that generated the refresh notification * @param bValuesInvalidated TRUE if the data values were completely invalidated; suggest a full refresh rather than an update (i.e. in lists) * @param PropertyTag the tag associated with the data field that was updated. * @param SourceProvider for data stores which contain nested providers, the provider that contains the data which changed. * @param ArrayIndex for collection fields, indicates which element was changed. value of INDEX_NONE indicates not an array * or that the entire array was updated. */ delegate OnDataStoreValueUpdated( UIDataStore SourceDataStore, bool bValuesInvalidated, name PropertyTag, UIDataProvider SourceProvider, int ArrayIndex ); /** * 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 ); /** * 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 ); /** * Notification that a subscriber is using a value from this data store. Adds the subscriber's RefreshSubscriberValue method * to this data store's list of refresh notifies so that the subscriber can refresh its value when the data store's value changes. * * @param Subscriber the subscriber that attached to the data store. */ event SubscriberAttached( UIDataStoreSubscriber Subscriber ) { local int SubscriberNotifyIndex; if ( Subscriber != None ) { SubscriberNotifyIndex = RefreshSubscriberNotifies.Find(Subscriber.NotifyDataStoreValueUpdated); if ( SubscriberNotifyIndex == INDEX_NONE ) { SubscriberNotifyIndex = RefreshSubscriberNotifies.Length; RefreshSubscriberNotifies[SubscriberNotifyIndex] = Subscriber.NotifyDataStoreValueUpdated; } } } /** * Notification that a subscriber is no longer using any values from this data store. Removes the subscriber's RefreshSubscriberValue method * from this data store's list of refresh notifies so that the subscriber no longer refreshes its value when the data store's value changes. * * @param Subscriber the subscriber that detached from the data store. */ event SubscriberDetached( UIDataStoreSubscriber Subscriber ) { local int SubscriberNotifyIndex; if ( Subscriber != None ) { SubscriberNotifyIndex = RefreshSubscriberNotifies.Find(Subscriber.NotifyDataStoreValueUpdated); if ( SubscriberNotifyIndex != INDEX_NONE ) { RefreshSubscriberNotifies.Remove(SubscriberNotifyIndex,1); } } } /** * Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection. * * @return TRUE indicates that this data store should be automatically unregistered when this game session ends. */ function bool NotifyGameSessionEnded(); /** * Loops through the subscriber notify list and calls the delegate letting the subscriber know to refresh their value. * * @param PropertyTag the tag associated with the data field that was updated. * @param SourceProvider for data stores which contain nested providers, the provider that contains the data which changed. * @param ArrayIndex for collection fields, indicates which element was changed. value of INDEX_NONE indicates not an array * or that the entire array was updated. */ event RefreshSubscribers( optional name PropertyTag, optional bool bInvalidateValues=true, optional UIDataProvider SourceProvider, optional int ArrayIndex=INDEX_NONE ) { local int Idx; local delegate<OnDataStoreValueUpdated> Subscriber; //@todo: Right now we make a copy of the array because the refresh notify for datastore subscribers is unregistering the notify // when resolving markup. local array<delegate<OnDataStoreValueUpdated> > SubscriberArrayCopy; SubscriberArrayCopy.Length = RefreshSubscriberNotifies.Length; for(Idx = 0; Idx < SubscriberArrayCopy.Length; Idx++) { SubscriberArrayCopy[Idx] = RefreshSubscriberNotifies[Idx]; } for (Idx = 0; Idx < SubscriberArrayCopy.Length; Idx++) { Subscriber = SubscriberArrayCopy[Idx]; Subscriber(Self, bInvalidateValues, PropertyTag, SourceProvider, ArrayIndex); } } /** * Notifies the data store that all values bound to this data store in the current scene have been saved. Provides data stores which * perform buffered or batched data transactions with a way to determine when the UI system has finished writing data to the data store. * * @note: for now, this lives in UIDataStore, but it might make sense to move it up to UIDataProvider later on. */ native function OnCommit(); /** * Returns a reference to the global data store client, if it exists. * * @return the global data store client for the game. */ final function DataStoreClient GetDataStoreClient() { return class'UIInteraction'.static.GetDataStoreClient(); } defaultproperties { Name="Default__UIDataStore" ObjectArchetype=UIDataProvider'Engine.Default__UIDataProvider' } |
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