unitysamples / LyraStarterGame /Plugins /GameSettings /Source /Private /GameSettingValueScalarDynamic.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ////////////////////////////////////////////////////////////////////////// | |
| // SettingScalarFormats | |
| ////////////////////////////////////////////////////////////////////////// | |
| static FText PercentFormat = LOCTEXT("PercentFormat", "{0}%"); | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::Raw([](double SourceValue, double NormalizedValue) { | |
| return FText::AsNumber(SourceValue); | |
| }); | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::RawOneDecimal([](double SourceValue, double NormalizedValue) { | |
| FNumberFormattingOptions FormattingOptions; | |
| FormattingOptions.MinimumIntegralDigits = 1; | |
| FormattingOptions.MinimumFractionalDigits = 1; | |
| FormattingOptions.MaximumFractionalDigits = 1; | |
| return FText::AsNumber(SourceValue, &FormattingOptions); | |
| }); | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::RawTwoDecimals([](double SourceValue, double NormalizedValue) { | |
| FNumberFormattingOptions FormattingOptions; | |
| FormattingOptions.MinimumIntegralDigits = 1; | |
| FormattingOptions.MinimumFractionalDigits = 2; | |
| FormattingOptions.MaximumFractionalDigits = 2; | |
| return FText::AsNumber(SourceValue, &FormattingOptions); | |
| }); | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::SourceAsInteger([](double SourceValue, double NormalizedValue) { | |
| FNumberFormattingOptions FormattingOptions; | |
| FormattingOptions.MinimumIntegralDigits = 1; | |
| FormattingOptions.MinimumFractionalDigits = 0; | |
| FormattingOptions.MaximumFractionalDigits = 0; | |
| return FText::AsNumber(SourceValue, &FormattingOptions); | |
| }); | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::ZeroToOnePercent([](double SourceValue, double NormalizedValue) { | |
| return FText::Format(PercentFormat, (int32)FMath::RoundHalfFromZero(100.0 * NormalizedValue)); | |
| }); | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::ZeroToOnePercent_OneDecimal([](double SourceValue, double NormalizedValue) { | |
| const FNumberFormattingOptions& FormattingOptions = GetOneDecimalFormattingOptions(); | |
| const double NormalizedValueTo100_0 = FMath::RoundHalfFromZero(1000.0 * NormalizedValue); | |
| return FText::Format(PercentFormat, FText::AsNumber(NormalizedValueTo100_0 / 10.0, &FormattingOptions)); | |
| }); | |
| const FNumberFormattingOptions& UGameSettingValueScalarDynamic::GetOneDecimalFormattingOptions() | |
| { | |
| static FNumberFormattingOptions FormattingOptions; | |
| FormattingOptions.MinimumFractionalDigits = 1; | |
| FormattingOptions.MaximumFractionalDigits = 1; | |
| return FormattingOptions; | |
| } | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::SourceAsPercent1([](double SourceValue, double NormalizedValue) { | |
| return FText::Format(PercentFormat, (int32)FMath::RoundHalfFromZero(100.0 * SourceValue)); | |
| }); | |
| FSettingScalarFormatFunction UGameSettingValueScalarDynamic::SourceAsPercent100([](double SourceValue, double NormalizedValue) { | |
| return FText::Format(PercentFormat, (int32)FMath::RoundHalfFromZero(SourceValue)); | |
| }); | |
| ////////////////////////////////////////////////////////////////////////// | |
| // UGameSettingValueScalarDynamic | |
| ////////////////////////////////////////////////////////////////////////// | |
| UGameSettingValueScalarDynamic::UGameSettingValueScalarDynamic() | |
| { | |
| } | |
| void UGameSettingValueScalarDynamic::Startup() | |
| { | |
| // Should I also do something with Setter? | |
| Getter->Startup(LocalPlayer, FSimpleDelegate::CreateUObject(this, &ThisClass::OnDataSourcesReady)); | |
| } | |
| void UGameSettingValueScalarDynamic::OnDataSourcesReady() | |
| { | |
| StartupComplete(); | |
| } | |
| void UGameSettingValueScalarDynamic::OnInitialized() | |
| { | |
| ensureAlwaysMsgf(DisplayFormat, TEXT("%s: Has no DisplayFormat set. Please call SetDisplayFormat."), *GetDevName().ToString()); | |
| ensureAlways(Getter); | |
| ensureAlwaysMsgf(Getter->Resolve(LocalPlayer), TEXT("%s: %s did not resolve, are all functions and properties valid, and are they UFunctions/UProperties?"), *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?"), *GetDevName().ToString(), *Setter->ToString()); | |
| Super::OnInitialized(); | |
| } | |
| void UGameSettingValueScalarDynamic::StoreInitial() | |
| { | |
| InitialValue = GetValue(); | |
| } | |
| void UGameSettingValueScalarDynamic::ResetToDefault() | |
| { | |
| if (DefaultValue.IsSet()) | |
| { | |
| SetValue(DefaultValue.GetValue(), EGameSettingChangeReason::ResetToDefault); | |
| } | |
| } | |
| void UGameSettingValueScalarDynamic::RestoreToInitial() | |
| { | |
| SetValue(InitialValue, EGameSettingChangeReason::RestoreToInitial); | |
| } | |
| void UGameSettingValueScalarDynamic::SetDynamicGetter(const TSharedRef<FGameSettingDataSource>& InGetter) | |
| { | |
| Getter = InGetter; | |
| } | |
| void UGameSettingValueScalarDynamic::SetDynamicSetter(const TSharedRef<FGameSettingDataSource>& InSetter) | |
| { | |
| Setter = InSetter; | |
| } | |
| void UGameSettingValueScalarDynamic::SetDefaultValue(double InValue) | |
| { | |
| DefaultValue = InValue; | |
| } | |
| void UGameSettingValueScalarDynamic::SetDisplayFormat(FSettingScalarFormatFunction InDisplayFormat) | |
| { | |
| DisplayFormat = InDisplayFormat; | |
| } | |
| void UGameSettingValueScalarDynamic::SetSourceRangeAndStep(const TRange<double>& InRange, double InStep) | |
| { | |
| SourceRange = InRange; | |
| SourceStep = InStep; | |
| } | |
| void UGameSettingValueScalarDynamic::SetMinimumLimit(const TOptional<double>& InMinimum) | |
| { | |
| Minimum = InMinimum; | |
| } | |
| void UGameSettingValueScalarDynamic::SetMaximumLimit(const TOptional<double>& InMaximum) | |
| { | |
| Maximum = InMaximum; | |
| } | |
| double UGameSettingValueScalarDynamic::GetValue() const | |
| { | |
| const FString OutValue = Getter->GetValueAsString(LocalPlayer); | |
| double Value; | |
| LexFromString(Value, *OutValue); | |
| return Value; | |
| } | |
| TRange<double> UGameSettingValueScalarDynamic::GetSourceRange() const | |
| { | |
| return SourceRange; | |
| } | |
| double UGameSettingValueScalarDynamic::GetSourceStep() const | |
| { | |
| return SourceStep; | |
| } | |
| TOptional<double> UGameSettingValueScalarDynamic::GetDefaultValue() const | |
| { | |
| return DefaultValue; | |
| } | |
| void UGameSettingValueScalarDynamic::SetValue(double InValue, EGameSettingChangeReason Reason) | |
| { | |
| InValue = FMath::RoundHalfFromZero(InValue / SourceStep); | |
| InValue = InValue * SourceStep; | |
| if (Minimum.IsSet()) | |
| { | |
| InValue = FMath::Max(Minimum.GetValue(), InValue); | |
| } | |
| if (Maximum.IsSet()) | |
| { | |
| InValue = FMath::Min(Maximum.GetValue(), InValue); | |
| } | |
| const FString StringValue = LexToString(InValue); | |
| Setter->SetValue(LocalPlayer, StringValue); | |
| NotifySettingChanged(Reason); | |
| } | |
| FText UGameSettingValueScalarDynamic::GetFormattedText() const | |
| { | |
| const double SourceValue = GetValue(); | |
| const double NormalizedValue = GetValueNormalized(); | |
| return DisplayFormat(SourceValue, NormalizedValue); | |
| } | |