File size: 3,558 Bytes
b315adb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "GameSettingCollection.h"
#include "Templates/Casts.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingCollection)
#define LOCTEXT_NAMESPACE "GameSetting"
//--------------------------------------
// UGameSettingCollection
//--------------------------------------
UGameSettingCollection::UGameSettingCollection()
{
}
void UGameSettingCollection::AddSetting(UGameSetting* Setting)
{
#if !UE_BUILD_SHIPPING
ensureAlwaysMsgf(Setting->GetSettingParent() == nullptr, TEXT("This setting already has a parent!"));
ensureAlwaysMsgf(!Settings.Contains(Setting), TEXT("This collection already includes this setting!"));
#endif
Settings.Add(Setting);
Setting->SetSettingParent(this);
if (LocalPlayer)
{
Setting->Initialize(LocalPlayer);
}
}
TArray<UGameSettingCollection*> UGameSettingCollection::GetChildCollections() const
{
TArray<UGameSettingCollection*> CollectionSettings;
for (UGameSetting* ChildSetting : Settings)
{
if (UGameSettingCollection* ChildCollection = Cast<UGameSettingCollection>(ChildSetting))
{
CollectionSettings.Add(ChildCollection);
}
}
return CollectionSettings;
}
void UGameSettingCollection::GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray<UGameSetting*>& InOutSettings) const
{
for (UGameSetting* ChildSetting : Settings)
{
// If the child setting is a collection, only add it to the set if it has any visible children.
if (Cast<UGameSettingCollectionPage>(ChildSetting))
{
if (FilterState.DoesSettingPassFilter(*ChildSetting))
{
InOutSettings.Add(ChildSetting);
}
}
else if (UGameSettingCollection* ChildCollection = Cast<UGameSettingCollection>(ChildSetting))
{
TArray<UGameSetting*> ChildSettings;
ChildCollection->GetSettingsForFilter(FilterState, ChildSettings);
if (ChildSettings.Num() > 0)
{
// Don't add the root setting to the returned items, it's the container of N-possible
// other settings and containers we're actually displaying right now.
if (!FilterState.IsSettingInRootList(ChildSetting))
{
InOutSettings.Add(ChildSetting);
}
InOutSettings.Append(ChildSettings);
}
}
else
{
if (FilterState.DoesSettingPassFilter(*ChildSetting))
{
InOutSettings.Add(ChildSetting);
}
}
}
}
//--------------------------------------
// UGameSettingCollectionPage
//--------------------------------------
UGameSettingCollectionPage::UGameSettingCollectionPage()
{
}
void UGameSettingCollectionPage::OnInitialized()
{
Super::OnInitialized();
#if !UE_BUILD_SHIPPING
ensureAlwaysMsgf(!NavigationText.IsEmpty(), TEXT("You must provide a NavigationText for this setting."));
ensureAlwaysMsgf(!DescriptionRichText.IsEmpty(), TEXT("You must provide a description for new page collections."));
#endif
}
void UGameSettingCollectionPage::GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray<UGameSetting*>& InOutSettings) const
{
// If we're including nested pages, call the super and dump them all, otherwise, we pretend we have none for the filtering.
// because our settings are displayed on another page.
if (FilterState.bIncludeNestedPages || FilterState.IsSettingInRootList(this))
{
Super::GetSettingsForFilter(FilterState, InOutSettings);
}
}
void UGameSettingCollectionPage::ExecuteNavigation()
{
OnExecuteNavigationEvent.Broadcast(this);
}
#undef LOCTEXT_NAMESPACE
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