File size: 10,449 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
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "GameplayTagContainer.h"
#include "Components/SlateWrapperTypes.h"
#include "GameSettingFilterState.h"
#include "GameplayTagContainer.h"

#include "GameSetting.generated.h"

#define UE_API GAMESETTINGS_API

class ULocalPlayer;
class UGameSettingRegistry;

//--------------------------------------
// UGameSetting
//--------------------------------------

DECLARE_DELEGATE_RetVal_OneParam(FText, FGetGameSettingsDetails, ULocalPlayer& /*InLocalPlayer*/);

/**

 * 

 */
UCLASS(MinimalAPI, Abstract, BlueprintType)
class UGameSetting : public UObject
{
	GENERATED_BODY()

public:
	UGameSetting() { }

public:
	DECLARE_EVENT_TwoParams(UGameSetting, FOnSettingChanged, UGameSetting* /*InSetting*/, EGameSettingChangeReason /*InChangeReason*/);
	DECLARE_EVENT_OneParam(UGameSetting, FOnSettingApplied, UGameSetting* /*InSetting*/);
	DECLARE_EVENT_OneParam(UGameSetting, FOnSettingEditConditionChanged, UGameSetting* /*InSetting*/);

	FOnSettingChanged OnSettingChangedEvent;
	FOnSettingApplied OnSettingAppliedEvent;
	FOnSettingEditConditionChanged OnSettingEditConditionChangedEvent;

public:

	/**

	 * Gets the non-localized developer name for this setting.  This should remain constant, and represent a 

	 * unique identifier for this setting inside this settings registry.

	 */
	UFUNCTION(BlueprintCallable)
	FName GetDevName() const { return DevName; }
	void SetDevName(const FName& Value) { DevName = Value; }

	bool GetAdjustListViewPostRefresh() const { return bAdjustListViewPostRefresh; }
	void SetAdjustListViewPostRefresh(const bool Value) { bAdjustListViewPostRefresh = Value; }

	UFUNCTION(BlueprintCallable)
	FText GetDisplayName() const { return DisplayName; }
	void SetDisplayName(const FText& Value) { DisplayName = Value; }
#if !UE_BUILD_SHIPPING
	void SetDisplayName(const FString& Value) { SetDisplayName(FText::FromString(Value)); }
#endif
	UFUNCTION(BlueprintCallable)
	ESlateVisibility GetDisplayNameVisibility() { return DisplayNameVisibility; }
	void SetNameDisplayVisibility(ESlateVisibility InVisibility) { DisplayNameVisibility = InVisibility; }

	UFUNCTION(BlueprintCallable)
	FText GetDescriptionRichText() const { return DescriptionRichText; }
	void SetDescriptionRichText(const FText& Value) { DescriptionRichText = Value; InvalidateSearchableText(); }
#if !UE_BUILD_SHIPPING
	/** This version is for cheats and other non-shipping items, that don't need to localize their text.  We don't permit this in shipping to prevent unlocalized text being introduced. */
	void SetDescriptionRichText(const FString& Value) { SetDescriptionRichText(FText::FromString(Value)); }
#endif

	UFUNCTION(BlueprintCallable)
	const FGameplayTagContainer& GetTags() const { return Tags; }
	void AddTag(const FGameplayTag& TagToAdd) { Tags.AddTag(TagToAdd); }

	void SetRegistry(UGameSettingRegistry* InOwningRegistry) { OwningRegistry = InOwningRegistry; }

	/** Gets the searchable plain text for the description. */
	UE_API const FString& GetDescriptionPlainText() const;

	/** Initializes the setting, giving it the owning local player.  Containers automatically initialize settings added to them. */
	UE_API void Initialize(ULocalPlayer* InLocalPlayer);

	/** Gets the owning local player for this setting - which all initialized settings will have. */
	ULocalPlayer* GetOwningLocalPlayer() const { return LocalPlayer; }
	
	/** Set the dynamic details callback, we query this when building the description panel.  This text is not searchable.*/
	void SetDynamicDetails(const FGetGameSettingsDetails& InDynamicDetails) { DynamicDetails = InDynamicDetails; }

	/**

	 * Gets the dynamic details about this setting.  This may be information like, how many refunds are remaining 

	 * on their account, or the account number.

	 */
	UFUNCTION(BlueprintCallable)
	UE_API FText GetDynamicDetails() const;

	UFUNCTION(BlueprintCallable)
	FText GetWarningRichText() const { return WarningRichText; }
	void SetWarningRichText(const FText& Value) { WarningRichText = Value; InvalidateSearchableText(); }
#if !UE_BUILD_SHIPPING
	/** This version is for cheats and other non-shipping items, that don't need to localize their text.  We don't permit this in shipping to prevent unlocalized text being introduced. */
	void SetWarningRichText(const FString& Value) { SetWarningRichText(FText::FromString(Value)); }
#endif

	/**

	 * Gets the edit state of this property based on the current state of its edit conditions as well as any additional

	 * filter state.

	 */
	const FGameSettingEditableState& GetEditState() const { return EditableStateCache; }

	/** Adds a new edit condition to this setting, allowing you to control the visibility and edit-ability of this setting. */
	UE_API void AddEditCondition(const TSharedRef<FGameSettingEditCondition>& InEditCondition);

	/** Add setting dependency, if these settings change, we'll re-evaluate edit conditions for this setting. */
	UE_API void AddEditDependency(UGameSetting* DependencySetting);

	/** The parent object that owns the setting, in most cases the collection, but for top level settings the registry. */
	UE_API void SetSettingParent(UGameSetting* InSettingParent);
	UGameSetting* GetSettingParent() const { return SettingParent; }

	/** Should this setting be reported to analytics. */
	bool GetIsReportedToAnalytics() const { return bReportAnalytics; }
	void SetIsReportedToAnalytics(bool bReport) { bReportAnalytics = bReport; }

	/** Gets the analytics value for this setting. */
	virtual FString GetAnalyticsValue() const { return TEXT(""); }

	/**

	 * Some settings may take an async amount of time to finish initializing.  The settings system will wait

	 * for all settings to be ready before showing the setting.

	 */
	bool IsReady() const { return bReady; }

	/**

	 * Any setting can have children, this is so we can allow for the possibility of "collections" or "actions" that

	 * are not directly visible to the user, but are set by some means and need to have initial and restored values.

	 * In that case, you would likely have internal settings inside an action subclass that is set on another screen,

	 * but never directly listed on the settings panel.

	 */
	virtual TArray<UGameSetting*> GetChildSettings() { return TArray<UGameSetting*>(); }

	/**

	 * Refresh the editable state of the setting and notify that the state has changed so that any UI currently

	 * examining this setting is updated with the new options, or whatever.

	 */
	UE_API void RefreshEditableState(bool bNotifyEditConditionsChanged = true);

	/**

	 * We expect settings to change the live value immediately, but occasionally there are special settings

	 * that go are immediately stored to a temporary location but we don't actually apply them until later

	 * like selecting a new resolution.

	 */
	UE_API void Apply();

	/** Gets the current world of the local player that owns these settings. */
	UE_API virtual UWorld* GetWorld() const override;

protected:
	/**  */
	UE_API virtual void Startup();
	UE_API void StartupComplete();

	UE_API virtual void OnInitialized();
	UE_API virtual void OnApply();
	UE_API virtual void OnGatherEditState(FGameSettingEditableState& InOutEditState) const;
	UE_API virtual void OnDependencyChanged();

	/**  */
	UE_API virtual FText GetDynamicDetailsInternal() const;

	/** */
	UE_API void HandleEditDependencyChanged(UGameSetting* DependencySetting, EGameSettingChangeReason Reason);
	UE_API void HandleEditDependencyChanged(UGameSetting* DependencySetting);

	/** Regenerates the plain searchable text if it has been dirtied. */
	UE_API void RefreshPlainText() const;
	void InvalidateSearchableText() { bRefreshPlainSearchableText = true; }

	/** Notify that the setting changed */
	UE_API void NotifySettingChanged(EGameSettingChangeReason Reason);
	UE_API virtual void OnSettingChanged(EGameSettingChangeReason Reason);

	/** Notify that the settings edit conditions changed.  This may mean it's now invisible, or disabled, or possibly that the options have changed in some meaningful way. */
	UE_API void NotifyEditConditionsChanged();
	UE_API virtual void OnEditConditionsChanged();

	/**  */
	UE_API FGameSettingEditableState ComputeEditableState() const;

protected:

	UPROPERTY(Transient)
	TObjectPtr<ULocalPlayer> LocalPlayer;

	UPROPERTY(Transient)
	TObjectPtr<UGameSetting> SettingParent;

	UPROPERTY(Transient)
	TObjectPtr<UGameSettingRegistry> OwningRegistry;

	FName DevName;
	FText DisplayName;
	ESlateVisibility DisplayNameVisibility = ESlateVisibility::SelfHitTestInvisible;
	FText DescriptionRichText;
	FText WarningRichText;

	/** A collection of tags for the settings.  These can just be arbitrary flags used by the UI to do different things. */
	FGameplayTagContainer Tags;

	FGetGameSettingsDetails DynamicDetails;

	/** Any edit conditions for this setting. */
	TArray<TSharedRef<FGameSettingEditCondition>> EditConditions;

	class FStringCultureCache

	{
		FStringCultureCache(TFunction<FString()> InStringGetter);

		void Invalidate();

		FString Get() const;

	private:
		mutable FString StringCache;
		mutable FCultureRef Culture;
		TFunction<FString()> StringGetter;
	};

	/** When the text changes, we invalidate the searchable text. */
	mutable bool bRefreshPlainSearchableText = true;
	/** When we set the rich text for a setting, we automatically generate the plain text. */
	mutable FString AutoGenerated_DescriptionPlainText;

	/** Report as part of analytics, by default no setting reports, except GameSettingValues. */
	bool bReportAnalytics = false;

private:

	/** Most settings are immediately ready, but some may require startup time before it's safe to call their functions. */
	bool bReady = false;

	/** Prevent re-entrancy problems when announcing a setting has changed. */
	bool bOnSettingChangedEventGuard = false;

	/** Prevent re-entrancy problems when announcing a setting has changed edit conditions. */
	bool bOnEditConditionsChangedEventGuard = false;

	/**  */
	bool bAdjustListViewPostRefresh = true;

	/** We cache the editable state of a setting when it changes rather than reprocessing it any time it's needed.  */
	FGameSettingEditableState EditableStateCache;
};

#undef UE_API