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#include "CommonInputBaseTypes.h"
#include "EnhancedInputSubsystems.h"
#include "CustomSettings/LyraSettingKeyboardInput.h"
#include "DataSource/GameSettingDataSource.h"
#include "EditCondition/WhenCondition.h"
#include "GameSettingCollection.h"
#include "GameSettingValueDiscreteDynamic.h"
#include "GameSettingValueScalarDynamic.h"
#include "LyraGameSettingRegistry.h"
#include "LyraSettingsLocal.h"
#include "LyraSettingsShared.h"
#include "Player/LyraLocalPlayer.h"
#include "PlayerMappableInputConfig.h"
class ULocalPlayer;
#define LOCTEXT_NAMESPACE "Lyra"
UGameSettingCollection* ULyraGameSettingRegistry::InitializeMouseAndKeyboardSettings(ULyraLocalPlayer* InLocalPlayer)
{
UGameSettingCollection* Screen = NewObject<UGameSettingCollection>();
Screen->SetDevName(TEXT("MouseAndKeyboardCollection"));
Screen->SetDisplayName(LOCTEXT("MouseAndKeyboardCollection_Name", "Mouse & Keyboard"));
Screen->Initialize(InLocalPlayer);
const TSharedRef<FWhenCondition> WhenPlatformSupportsMouseAndKeyboard = MakeShared<FWhenCondition>(
[](const ULocalPlayer*, FGameSettingEditableState& InOutEditState)
{
const UCommonInputPlatformSettings* PlatformInput = UPlatformSettingsManager::Get().GetSettingsForPlatform<UCommonInputPlatformSettings>();
if (!PlatformInput->SupportsInputType(ECommonInputType::MouseAndKeyboard))
{
InOutEditState.Kill(TEXT("Platform does not support mouse and keyboard"));
}
});
// Mouse Sensitivity
////////////////////////////////////////////////////////////////////////////////////
{
UGameSettingCollection* Sensitivity = NewObject<UGameSettingCollection>();
Sensitivity->SetDevName(TEXT("MouseSensitivityCollection"));
Sensitivity->SetDisplayName(LOCTEXT("MouseSensitivityCollection_Name", "Sensitivity"));
Screen->AddSetting(Sensitivity);
//----------------------------------------------------------------------------------
{
UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>();
Setting->SetDevName(TEXT("MouseSensitivityYaw"));
Setting->SetDisplayName(LOCTEXT("MouseSensitivityYaw_Name", "X-Axis Sensitivity"));
Setting->SetDescriptionRichText(LOCTEXT("MouseSensitivityYaw_Description", "Sets the sensitivity of the mouse's horizontal (x) axis. With higher settings the camera will move faster when looking left and right with the mouse."));
Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetMouseSensitivityX));
Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetMouseSensitivityX));
Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetMouseSensitivityX());
Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals);
Setting->SetSourceRangeAndStep(TRange<double>(0, 10), 0.01);
Setting->SetMinimumLimit(0.01);
Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard);
Sensitivity->AddSetting(Setting);
}
//----------------------------------------------------------------------------------
{
UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>();
Setting->SetDevName(TEXT("MouseSensitivityPitch"));
Setting->SetDisplayName(LOCTEXT("MouseSensitivityPitch_Name", "Y-Axis Sensitivity"));
Setting->SetDescriptionRichText(LOCTEXT("MouseSensitivityPitch_Description", "Sets the sensitivity of the mouse's vertical (y) axis. With higher settings the camera will move faster when looking up and down with the mouse."));
Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetMouseSensitivityY));
Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetMouseSensitivityY));
Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetMouseSensitivityY());
Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals);
Setting->SetSourceRangeAndStep(TRange<double>(0, 10), 0.01);
Setting->SetMinimumLimit(0.01);
Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard);
Sensitivity->AddSetting(Setting);
}
//----------------------------------------------------------------------------------
{
UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>();
Setting->SetDevName(TEXT("MouseTargetingMultiplier"));
Setting->SetDisplayName(LOCTEXT("MouseTargetingMultiplier_Name", "Targeting Sensitivity"));
Setting->SetDescriptionRichText(LOCTEXT("MouseTargetingMultiplier_Description", "Sets the modifier for reducing mouse sensitivity when targeting. 100% will have no slow down when targeting. Lower settings will have more slow down when targeting."));
Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetTargetingMultiplier));
Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetTargetingMultiplier));
Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetTargetingMultiplier());
Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals);
Setting->SetSourceRangeAndStep(TRange<double>(0, 10), 0.01);
Setting->SetMinimumLimit(0.01);
Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard);
Sensitivity->AddSetting(Setting);
}
//----------------------------------------------------------------------------------
{
UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>();
Setting->SetDevName(TEXT("InvertVerticalAxis"));
Setting->SetDisplayName(LOCTEXT("InvertVerticalAxis_Name", "Invert Vertical Axis"));
Setting->SetDescriptionRichText(LOCTEXT("InvertVerticalAxis_Description", "Enable the inversion of the vertical look axis."));
Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertVerticalAxis));
Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertVerticalAxis));
Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetInvertVerticalAxis());
Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard);
Sensitivity->AddSetting(Setting);
}
//----------------------------------------------------------------------------------
{
UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>();
Setting->SetDevName(TEXT("InvertHorizontalAxis"));
Setting->SetDisplayName(LOCTEXT("InvertHorizontalAxis_Name", "Invert Horizontal Axis"));
Setting->SetDescriptionRichText(LOCTEXT("InvertHorizontalAxis_Description", "Enable the inversion of the Horizontal look axis."));
Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertHorizontalAxis));
Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertHorizontalAxis));
Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetInvertHorizontalAxis());
Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard);
Sensitivity->AddSetting(Setting);
}
//----------------------------------------------------------------------------------
}
// Bindings for Mouse & Keyboard - Automatically Generated
////////////////////////////////////////////////////////////////////////////////////
{
UGameSettingCollection* KeyBinding = NewObject<UGameSettingCollection>();
KeyBinding->SetDevName(TEXT("KeyBindingCollection"));
KeyBinding->SetDisplayName(LOCTEXT("KeyBindingCollection_Name", "Keyboard & Mouse"));
Screen->AddSetting(KeyBinding);
const UEnhancedInputLocalPlayerSubsystem* EISubsystem = InLocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
const UEnhancedInputUserSettings* UserSettings = EISubsystem->GetUserSettings();
// If you want to just get one profile pair, then you can do UserSettings->GetCurrentProfile
// A map of key bindings mapped to their display category
TMap<FString, UGameSettingCollection*> CategoryToSettingCollection;
// Returns an existing setting collection for the display category if there is one.
// If there isn't one, then it will create a new one and initialize it
auto GetOrCreateSettingCollection = [&CategoryToSettingCollection, &Screen](FText DisplayCategory) -> UGameSettingCollection*
{
static const FString DefaultDevName = TEXT("Default_KBM");
static const FText DefaultDevDisplayName = NSLOCTEXT("LyraInputSettings", "LyraInputDefaults", "Default Experiences");
if (DisplayCategory.IsEmpty())
{
DisplayCategory = DefaultDevDisplayName;
}
FString DisplayCatString = DisplayCategory.ToString();
if (UGameSettingCollection** ExistingCategory = CategoryToSettingCollection.Find(DisplayCatString))
{
return *ExistingCategory;
}
UGameSettingCollection* ConfigSettingCollection = NewObject<UGameSettingCollection>();
ConfigSettingCollection->SetDevName(FName(DisplayCatString));
ConfigSettingCollection->SetDisplayName(DisplayCategory);
Screen->AddSetting(ConfigSettingCollection);
CategoryToSettingCollection.Add(DisplayCatString, ConfigSettingCollection);
return ConfigSettingCollection;
};
static TSet<FName> CreatedMappingNames;
CreatedMappingNames.Reset();
for (const TPair<FString, TObjectPtr<UEnhancedPlayerMappableKeyProfile>>& ProfilePair : UserSettings->GetAllAvailableKeyProfiles())
{
const FString& ProfileName = ProfilePair.Key;
const TObjectPtr<UEnhancedPlayerMappableKeyProfile>& Profile = ProfilePair.Value;
for (const TPair<FName, FKeyMappingRow>& RowPair : Profile->GetPlayerMappingRows())
{
// Create a setting row for anything with valid mappings and that we haven't created yet
if (RowPair.Value.HasAnyMappings() /* && !CreatedMappingNames.Contains(RowPair.Key)*/)
{
// We only want keyboard keys on this settings screen, so we will filter down by mappings
// that are set to keyboard keys
FPlayerMappableKeyQueryOptions Options = {};
Options.KeyToMatch = EKeys::W;
Options.bMatchBasicKeyTypes = true;
const FText& DesiredDisplayCategory = RowPair.Value.Mappings.begin()->GetDisplayCategory();
if (UGameSettingCollection* Collection = GetOrCreateSettingCollection(DesiredDisplayCategory))
{
// Create the settings widget and initialize it, adding it to this config's section
ULyraSettingKeyboardInput* InputBinding = NewObject<ULyraSettingKeyboardInput>();
InputBinding->InitializeInputData(Profile, RowPair.Value, Options);
InputBinding->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard);
Collection->AddSetting(InputBinding);
CreatedMappingNames.Add(RowPair.Key);
}
else
{
ensure(false);
}
}
}
}
}
return Screen;
}
#undef LOCTEXT_NAMESPACE |