unitysamples / LyraStarterGame /Plugins /GameSettings /Source /Private /Registry /GameSettingRegistry.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| //-------------------------------------- | |
| // UGameSettingRegistry | |
| //-------------------------------------- | |
| UGameSettingRegistry::UGameSettingRegistry() | |
| { | |
| } | |
| void UGameSettingRegistry::Initialize(ULocalPlayer* InLocalPlayer) | |
| { | |
| OwningLocalPlayer = InLocalPlayer; | |
| OnInitialize(InLocalPlayer); | |
| //UGameFeaturesSubsystem | |
| } | |
| void UGameSettingRegistry::Regenerate() | |
| { | |
| for (UGameSetting* Setting : RegisteredSettings) | |
| { | |
| Setting->MarkAsGarbage(); | |
| } | |
| RegisteredSettings.Reset(); | |
| TopLevelSettings.Reset(); | |
| OnInitialize(OwningLocalPlayer); | |
| } | |
| bool UGameSettingRegistry::IsFinishedInitializing() const | |
| { | |
| bool bReady = true; | |
| for (UGameSetting* Setting : RegisteredSettings) | |
| { | |
| if (!Setting->IsReady()) | |
| { | |
| bReady = false; | |
| break; | |
| } | |
| } | |
| return bReady; | |
| } | |
| void UGameSettingRegistry::SaveChanges() | |
| { | |
| } | |
| void UGameSettingRegistry::GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray<UGameSetting*>& InOutSettings) | |
| { | |
| TArray<UGameSetting*> RootSettings; | |
| if (FilterState.GetSettingRootList().Num() > 0) | |
| { | |
| RootSettings.Append(FilterState.GetSettingRootList()); | |
| } | |
| else | |
| { | |
| RootSettings.Append(TopLevelSettings); | |
| } | |
| for (UGameSetting* TopLevelSetting : RootSettings) | |
| { | |
| if (const UGameSettingCollection* TopLevelCollection = Cast<UGameSettingCollection>(TopLevelSetting)) | |
| { | |
| TopLevelCollection->GetSettingsForFilter(FilterState, InOutSettings); | |
| } | |
| else | |
| { | |
| if (FilterState.DoesSettingPassFilter(*TopLevelSetting)) | |
| { | |
| InOutSettings.Add(TopLevelSetting); | |
| } | |
| } | |
| } | |
| } | |
| UGameSetting* UGameSettingRegistry::FindSettingByDevName(const FName& SettingDevName) | |
| { | |
| for (UGameSetting* Setting : RegisteredSettings) | |
| { | |
| if (Setting->GetDevName() == SettingDevName) | |
| { | |
| return Setting; | |
| } | |
| } | |
| return nullptr; | |
| } | |
| void UGameSettingRegistry::RegisterSetting(UGameSetting* InSetting) | |
| { | |
| if (InSetting) | |
| { | |
| TopLevelSettings.Add(InSetting); | |
| InSetting->SetRegistry(this); | |
| RegisterInnerSettings(InSetting); | |
| } | |
| } | |
| void UGameSettingRegistry::RegisterInnerSettings(UGameSetting* InSetting) | |
| { | |
| InSetting->OnSettingChangedEvent.AddUObject(this, &ThisClass::HandleSettingChanged); | |
| InSetting->OnSettingAppliedEvent.AddUObject(this, &ThisClass::HandleSettingApplied); | |
| InSetting->OnSettingEditConditionChangedEvent.AddUObject(this, &ThisClass::HandleSettingEditConditionsChanged); | |
| // Not a fan of this, but it makes sense to aggregate action events for simplicity. | |
| if (UGameSettingAction* ActionSetting = Cast<UGameSettingAction>(InSetting)) | |
| { | |
| ActionSetting->OnExecuteNamedActionEvent.AddUObject(this, &ThisClass::HandleSettingNamedAction); | |
| } | |
| // Not a fan of this, but it makes sense to aggregate navigation events for simplicity. | |
| else if (UGameSettingCollectionPage* NewPageCollection = Cast<UGameSettingCollectionPage>(InSetting)) | |
| { | |
| NewPageCollection->OnExecuteNavigationEvent.AddUObject(this, &ThisClass::HandleSettingNavigation); | |
| } | |
| ensureAlwaysMsgf(!RegisteredSettings.Contains(InSetting), TEXT("This setting has already been registered!")); | |
| ensureAlwaysMsgf(nullptr == RegisteredSettings.FindByPredicate([&InSetting](UGameSetting* ExistingSetting) { return InSetting->GetDevName() == ExistingSetting->GetDevName(); }), TEXT("A setting with this DevName has already been registered! DevNames must be unique within a registry.")); | |
| RegisteredSettings.Add(InSetting); | |
| for (UGameSetting* ChildSetting : InSetting->GetChildSettings()) | |
| { | |
| RegisterInnerSettings(ChildSetting); | |
| } | |
| } | |
| void UGameSettingRegistry::HandleSettingApplied(UGameSetting* Setting) | |
| { | |
| OnSettingApplied(Setting); | |
| } | |
| void UGameSettingRegistry::HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason) | |
| { | |
| OnSettingChangedEvent.Broadcast(Setting, Reason); | |
| } | |
| void UGameSettingRegistry::HandleSettingEditConditionsChanged(UGameSetting* Setting) | |
| { | |
| OnSettingEditConditionChangedEvent.Broadcast(Setting); | |
| } | |
| void UGameSettingRegistry::HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag) | |
| { | |
| OnSettingNamedActionEvent.Broadcast(Setting, GameSettings_Action_Tag); | |
| } | |
| void UGameSettingRegistry::HandleSettingNavigation(UGameSetting* Setting) | |
| { | |
| OnExecuteNavigationEvent.Broadcast(Setting); | |
| } | |