unitysamples / LyraStarterGame /Plugins /GameSettings /Source /Private /GameSettingValueDiscreteDynamic.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ////////////////////////////////////////////////////////////////////////// | |
| // 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) | |
| { | |
| ensureAlwaysMsgf(!OptionValues.Contains(InOptionValue), TEXT("You already added this option InOptionValue: %s InOptionText %s."), *InOptionValue, *InOptionText.ToString()); | |
| 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() | |
| { | |
| 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()); | |
| 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() | |
| { | |
| } | |