RealtimeStyleTransferRuntime/Source/LyraGame/Settings/LyraGameSettingRegistry.h

82 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DataSource/GameSettingDataSourceDynamic.h" // IWYU pragma: keep
#include "GameSettingRegistry.h"
#include "Logging/LogMacros.h"
#include "Misc/AssertionMacros.h"
#include "Settings/LyraSettingsLocal.h" // IWYU pragma: keep
#include "UObject/UObjectGlobals.h"
#include "LyraGameSettingRegistry.generated.h"
class ULocalPlayer;
class UObject;
//--------------------------------------
// ULyraGameSettingRegistry
//--------------------------------------
class UGameSettingCollection;
class ULyraLocalPlayer;
DECLARE_LOG_CATEGORY_EXTERN(LogLyraGameSettingRegistry, Log, Log);
#define GET_SHARED_SETTINGS_FUNCTION_PATH(FunctionOrPropertyName) \
MakeShared<FGameSettingDataSourceDynamic>(TArray<FString>({ \
GET_FUNCTION_NAME_STRING_CHECKED(ULyraLocalPlayer, GetSharedSettings), \
GET_FUNCTION_NAME_STRING_CHECKED(ULyraSettingsShared, FunctionOrPropertyName) \
}))
#define GET_LOCAL_SETTINGS_FUNCTION_PATH(FunctionOrPropertyName) \
MakeShared<FGameSettingDataSourceDynamic>(TArray<FString>({ \
GET_FUNCTION_NAME_STRING_CHECKED(ULyraLocalPlayer, GetLocalSettings), \
GET_FUNCTION_NAME_STRING_CHECKED(ULyraSettingsLocal, FunctionOrPropertyName) \
}))
/**
*
*/
UCLASS()
class ULyraGameSettingRegistry : public UGameSettingRegistry
{
GENERATED_BODY()
public:
ULyraGameSettingRegistry();
static ULyraGameSettingRegistry* Get(ULyraLocalPlayer* InLocalPlayer);
virtual void SaveChanges() override;
protected:
virtual void OnInitialize(ULocalPlayer* InLocalPlayer) override;
virtual bool IsFinishedInitializing() const override;
UGameSettingCollection* InitializeVideoSettings(ULyraLocalPlayer* InLocalPlayer);
void InitializeVideoSettings_FrameRates(UGameSettingCollection* Screen, ULyraLocalPlayer* InLocalPlayer);
void AddPerformanceStatPage(UGameSettingCollection* Screen, ULyraLocalPlayer* InLocalPlayer);
UGameSettingCollection* InitializeAudioSettings(ULyraLocalPlayer* InLocalPlayer);
UGameSettingCollection* InitializeGameplaySettings(ULyraLocalPlayer* InLocalPlayer);
UGameSettingCollection* InitializeMouseAndKeyboardSettings(ULyraLocalPlayer* InLocalPlayer);
UGameSettingCollection* InitializeGamepadSettings(ULyraLocalPlayer* InLocalPlayer);
UPROPERTY()
TObjectPtr<UGameSettingCollection> VideoSettings;
UPROPERTY()
TObjectPtr<UGameSettingCollection> AudioSettings;
UPROPERTY()
TObjectPtr<UGameSettingCollection> GameplaySettings;
UPROPERTY()
TObjectPtr<UGameSettingCollection> MouseAndKeyboardSettings;
UPROPERTY()
TObjectPtr<UGameSettingCollection> GamepadSettings;
};