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#include "GameSettingValueDiscreteDynamic.h"
#include "DataSource/GameSettingDataSource.h"
#include "UObject/WeakObjectPtr.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingValueDiscreteDynamic)
#define LOCTEXT_NAMESPACE "GameSettingValueDiscreteDynamic"
//////////////////////////////////////////////////////////////////////////
// UGameSettingValueDiscreteDynamic
//////////////////////////////////////////////////////////////////////////
UGameSettingValueDiscreteDynamic::UGameSettingValueDiscreteDynamic()
{
}
void UGameSettingValueDiscreteDynamic::SetDynamicGetter(const TSharedRef<FGameSettingDataSource>& InGetter)
{
Getter = InGetter;
}
void UGameSettingValueDiscreteDynamic::SetDynamicSetter(const TSharedRef<FGameSettingDataSource>& InSetter)
{
Setter = InSetter;
}
void UGameSettingValueDiscreteDynamic::SetDefaultValueFromString(FString InOptionValue)
{
DefaultValue = InOptionValue;
}
void UGameSettingValueDiscreteDynamic::AddDynamicOption(FString InOptionValue, FText InOptionText)
{
#if !UE_BUILD_SHIPPING
ensureAlwaysMsgf(!OptionValues.Contains(InOptionValue), TEXT("You already added this option InOptionValue: %s InOptionText %s."), *InOptionValue, *InOptionText.ToString());
#endif
OptionValues.Add(InOptionValue);
OptionDisplayTexts.Add(InOptionText);
}
void UGameSettingValueDiscreteDynamic::RemoveDynamicOption(FString InOptionValue)
{
const int32 Index = OptionValues.IndexOfByKey(InOptionValue);
if (Index != INDEX_NONE)
{
OptionValues.RemoveAt(Index);
OptionDisplayTexts.RemoveAt(Index);
}
}
const TArray<FString>& UGameSettingValueDiscreteDynamic::GetDynamicOptions()
{
return OptionValues;
}
bool UGameSettingValueDiscreteDynamic::HasDynamicOption(const FString& InOptionValue)
{
return OptionValues.Contains(InOptionValue);
}
FString UGameSettingValueDiscreteDynamic::GetValueAsString() const
{
return Getter->GetValueAsString(LocalPlayer);
}
void UGameSettingValueDiscreteDynamic::SetValueFromString(FString InStringValue)
{
SetValueFromString(InStringValue, EGameSettingChangeReason::Change);
}
void UGameSettingValueDiscreteDynamic::SetValueFromString(FString InStringValue, EGameSettingChangeReason Reason)
{
check(Setter);
Setter->SetValue(LocalPlayer, InStringValue);
NotifySettingChanged(Reason);
}
bool UGameSettingValueDiscreteDynamic::AreOptionsEqual(const FString& InOptionA, const FString& InOptionB) const
{
return InOptionA == InOptionB;
}
void UGameSettingValueDiscreteDynamic::OnInitialized()
{
#if !UE_BUILD_SHIPPING
ensureAlways(Getter);
ensureAlwaysMsgf(Getter->Resolve(LocalPlayer), TEXT("%s: %s did not resolve, are all functions and properties valid, and are they UFunctions/UProperties? Does the getter function have no parameters?"), *GetDevName().ToString(), *Getter->ToString());
ensureAlways(Setter);
ensureAlwaysMsgf(Setter->Resolve(LocalPlayer), TEXT("%s: %s did not resolve, are all functions and properties valid, and are they UFunctions/UProperties? Does the setting function have exactly one parameter?"), *GetDevName().ToString(), *Setter->ToString());
#endif
Super::OnInitialized();
}
void UGameSettingValueDiscreteDynamic::Startup()
{
// Should I also do something with Setter?
check(Getter);
Getter->Startup(LocalPlayer, FSimpleDelegate::CreateUObject(this, &ThisClass::OnDataSourcesReady));
}
void UGameSettingValueDiscreteDynamic::OnDataSourcesReady()
{
StartupComplete();
}
void UGameSettingValueDiscreteDynamic::StoreInitial()
{
InitialValue = GetValueAsString();
}
void UGameSettingValueDiscreteDynamic::ResetToDefault()
{
if (DefaultValue.IsSet())
{
SetValueFromString(DefaultValue.GetValue(), EGameSettingChangeReason::ResetToDefault);
}
}
void UGameSettingValueDiscreteDynamic::RestoreToInitial()
{
SetValueFromString(InitialValue, EGameSettingChangeReason::RestoreToInitial);
}
void UGameSettingValueDiscreteDynamic::SetDiscreteOptionByIndex(int32 Index)
{
if (ensure(OptionValues.IsValidIndex(Index)))
{
SetValueFromString(OptionValues[Index]);
}
}
int32 UGameSettingValueDiscreteDynamic::GetDiscreteOptionIndex() const
{
const FString CurrentValue = GetValueAsString();
const int32 Index = OptionValues.IndexOfByPredicate([this, CurrentValue](const FString& InOption) {
return AreOptionsEqual(CurrentValue, InOption);
});
// If we can't find the correct index, send the default index.
if (Index == INDEX_NONE)
{
return GetDiscreteOptionDefaultIndex();
}
return Index;
}
int32 UGameSettingValueDiscreteDynamic::GetDiscreteOptionDefaultIndex() const
{
if (DefaultValue.IsSet())
{
return OptionValues.IndexOfByPredicate([this](const FString& InOption) {
return AreOptionsEqual(DefaultValue.GetValue(), InOption);
});
}
return INDEX_NONE;
}
TArray<FText> UGameSettingValueDiscreteDynamic::GetDiscreteOptions() const
{
const TArray<FString>& DisabledOptions = GetEditState().GetDisabledOptions();
if (DisabledOptions.Num() > 0)
{
TArray<FText> AllowedOptions;
for (int32 OptionIndex = 0; OptionIndex < OptionValues.Num(); ++OptionIndex)
{
if (!DisabledOptions.Contains(OptionValues[OptionIndex]))
{
AllowedOptions.Add(OptionDisplayTexts[OptionIndex]);
}
}
return AllowedOptions;
}
return OptionDisplayTexts;
}
//////////////////////////////////////////////////////////////////////////
// UGameSettingValueDiscreteDynamic_Bool
//////////////////////////////////////////////////////////////////////////
UGameSettingValueDiscreteDynamic_Bool::UGameSettingValueDiscreteDynamic_Bool()
{
AddDynamicOption(TEXT("false"), LOCTEXT("OFF", "OFF"));
AddDynamicOption(TEXT("true"), LOCTEXT("ON", "ON"));
}
void UGameSettingValueDiscreteDynamic_Bool::SetTrueText(const FText& InText)
{
// We remove and then re-add it, so that by changing the true/false text you can also control the order they appear.
RemoveDynamicOption(TEXT("true"));
AddDynamicOption(TEXT("true"), InText);
}
void UGameSettingValueDiscreteDynamic_Bool::SetFalseText(const FText& InText)
{
// We remove and then re-add it, so that by changing the true/false text you can also control the order they appear.
RemoveDynamicOption(TEXT("false"));
AddDynamicOption(TEXT("false"), InText);
}
void UGameSettingValueDiscreteDynamic_Bool::SetDefaultValue(bool Value)
{
DefaultValue = LexToString(Value);
}
//////////////////////////////////////////////////////////////////////////
// UGameSettingValueDiscreteDynamic_Number
//////////////////////////////////////////////////////////////////////////
UGameSettingValueDiscreteDynamic_Number::UGameSettingValueDiscreteDynamic_Number()
{
}
void UGameSettingValueDiscreteDynamic_Number::OnInitialized()
{
Super::OnInitialized();
ensure(OptionValues.Num() > 0);
}
//////////////////////////////////////////////////////////////////////////
// UGameSettingValueDiscreteDynamic_Enum
//////////////////////////////////////////////////////////////////////////
UGameSettingValueDiscreteDynamic_Enum::UGameSettingValueDiscreteDynamic_Enum()
{
}
void UGameSettingValueDiscreteDynamic_Enum::OnInitialized()
{
Super::OnInitialized();
ensure(OptionValues.Num() > 0);
}
//////////////////////////////////////////////////////////////////////////
// UGameSettingValueDiscreteDynamic_Color
//////////////////////////////////////////////////////////////////////////
UGameSettingValueDiscreteDynamic_Color::UGameSettingValueDiscreteDynamic_Color()
{
}
#undef LOCTEXT_NAMESPACE
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