unitysamples / LyraStarterGame /Plugins /GameSettings /Source /Private /Widgets /GameSettingPanel.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class SWidget; | |
| struct FFocusEvent; | |
| struct FGeometry; | |
| UGameSettingPanel::UGameSettingPanel() | |
| { | |
| SetIsFocusable(true); | |
| } | |
| void UGameSettingPanel::NativeOnInitialized() | |
| { | |
| Super::NativeOnInitialized(); | |
| ListView_Settings->OnItemIsHoveredChanged().AddUObject(this, &ThisClass::HandleSettingItemHoveredChanged); | |
| ListView_Settings->OnItemSelectionChanged().AddUObject(this, &ThisClass::HandleSettingItemSelectionChanged); | |
| } | |
| void UGameSettingPanel::NativeConstruct() | |
| { | |
| Super::NativeConstruct(); | |
| UnregisterRegistryEvents(); | |
| RegisterRegistryEvents(); | |
| } | |
| void UGameSettingPanel::NativeDestruct() | |
| { | |
| Super::NativeDestruct(); | |
| UnregisterRegistryEvents(); | |
| } | |
| FReply UGameSettingPanel::NativeOnFocusReceived(const FGeometry& InGeometry, const FFocusEvent& InFocusEvent) | |
| { | |
| const UCommonInputSubsystem* InputSubsystem = GetInputSubsystem(); | |
| if (InputSubsystem && InputSubsystem->GetCurrentInputType() == ECommonInputType::Gamepad) | |
| { | |
| if (TSharedPtr<SWidget> PrimarySlateWidget = ListView_Settings->GetCachedWidget()) | |
| { | |
| ListView_Settings->NavigateToIndex(0); | |
| ListView_Settings->SetSelectedIndex(0); | |
| return FReply::Handled(); | |
| } | |
| } | |
| return FReply::Unhandled(); | |
| } | |
| void UGameSettingPanel::SetRegistry(UGameSettingRegistry* InRegistry) | |
| { | |
| if (Registry != InRegistry) | |
| { | |
| UnregisterRegistryEvents(); | |
| if (RefreshHandle.IsValid()) | |
| { | |
| FTSTicker::GetCoreTicker().RemoveTicker(RefreshHandle); | |
| } | |
| Registry = InRegistry; | |
| RegisterRegistryEvents(); | |
| RefreshSettingsList(); | |
| } | |
| } | |
| void UGameSettingPanel::RegisterRegistryEvents() | |
| { | |
| if (Registry) | |
| { | |
| Registry->OnSettingEditConditionChangedEvent.AddUObject(this, &ThisClass::HandleSettingEditConditionsChanged); | |
| Registry->OnSettingNamedActionEvent.AddUObject(this, &ThisClass::HandleSettingNamedAction); | |
| Registry->OnExecuteNavigationEvent.AddUObject(this, &ThisClass::HandleSettingNavigation); | |
| } | |
| } | |
| void UGameSettingPanel::UnregisterRegistryEvents() | |
| { | |
| if (Registry) | |
| { | |
| Registry->OnSettingEditConditionChangedEvent.RemoveAll(this); | |
| Registry->OnSettingNamedActionEvent.RemoveAll(this); | |
| Registry->OnExecuteNavigationEvent.RemoveAll(this); | |
| } | |
| } | |
| void UGameSettingPanel::SetFilterState(const FGameSettingFilterState& InFilterState, bool bClearNavigationStack) | |
| { | |
| FilterState = InFilterState; | |
| if (bClearNavigationStack) | |
| { | |
| FilterNavigationStack.Reset(); | |
| } | |
| RefreshSettingsList(); | |
| } | |
| bool UGameSettingPanel::CanPopNavigationStack() const | |
| { | |
| return FilterNavigationStack.Num() > 0; | |
| } | |
| void UGameSettingPanel::PopNavigationStack() | |
| { | |
| if (FilterNavigationStack.Num() > 0) | |
| { | |
| FilterState = FilterNavigationStack.Pop(); | |
| RefreshSettingsList(); | |
| } | |
| } | |
| void UGameSettingPanel::HandleSettingNavigation(UGameSetting* Setting) | |
| { | |
| if (VisibleSettings.Contains(Setting)) | |
| { | |
| FilterNavigationStack.Push(FilterState); | |
| FGameSettingFilterState NewPageFilterState; | |
| NewPageFilterState.AddSettingToRootList(Setting); | |
| SetFilterState(NewPageFilterState, false); | |
| } | |
| } | |
| TArray<UGameSetting*> UGameSettingPanel::GetSettingsWeCanResetToDefault() const | |
| { | |
| TArray<UGameSetting*> AvailableSettings; | |
| if (ensure(Registry->IsFinishedInitializing())) | |
| { | |
| // We want to get all available settings on this "screen" so we include the same allowlist, but ignore | |
| FGameSettingFilterState AllAvailableFilter = FilterState; | |
| AllAvailableFilter.bIncludeDisabled = true; | |
| AllAvailableFilter.bIncludeHidden = true; | |
| AllAvailableFilter.bIncludeResetable = false; | |
| AllAvailableFilter.bIncludeNestedPages = false; | |
| Registry->GetSettingsForFilter(AllAvailableFilter, AvailableSettings); | |
| } | |
| return AvailableSettings; | |
| } | |
| void UGameSettingPanel::RefreshSettingsList() | |
| { | |
| if (RefreshHandle.IsValid()) | |
| { | |
| return; | |
| } | |
| RefreshHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this](float DeltaTime) | |
| { | |
| QUICK_SCOPE_CYCLE_COUNTER(STAT_UGameSettingPanel_RefreshSettingsList); | |
| if (Registry->IsFinishedInitializing()) | |
| { | |
| VisibleSettings.Reset(); | |
| Registry->GetSettingsForFilter(FilterState, MutableView(VisibleSettings)); | |
| ListView_Settings->SetListItems(VisibleSettings); | |
| RefreshHandle.Reset(); | |
| int32 IndexToSelect = 0; | |
| if (DesiredSelectionPostRefresh != NAME_None) | |
| { | |
| for (int32 SettingIdx = 0; SettingIdx < VisibleSettings.Num(); ++SettingIdx) | |
| { | |
| UGameSetting* Setting = VisibleSettings[SettingIdx]; | |
| if (Setting->GetDevName() == DesiredSelectionPostRefresh) | |
| { | |
| IndexToSelect = SettingIdx; | |
| break; | |
| } | |
| } | |
| DesiredSelectionPostRefresh = NAME_None; | |
| } | |
| // If the list directly has the focus, instead of a child widget, then it's likely the panel and items | |
| // were not yet available when we received focus, so lets go ahead and focus the first item now. | |
| //if (HasUserFocus(GetOwningPlayer())) | |
| if (bAdjustListViewPostRefresh) | |
| { | |
| ListView_Settings->NavigateToIndex(IndexToSelect); | |
| ListView_Settings->SetSelectedIndex(IndexToSelect); | |
| } | |
| bAdjustListViewPostRefresh = true; | |
| // finally, refresh the editable state, but only once. | |
| for (int32 SettingIdx = 0; SettingIdx < VisibleSettings.Num(); ++SettingIdx) | |
| { | |
| if (UGameSetting* Setting = VisibleSettings[SettingIdx]) | |
| { | |
| Setting->RefreshEditableState(false); | |
| } | |
| } | |
| return false; | |
| } | |
| return true; | |
| })); | |
| } | |
| void UGameSettingPanel::HandleSettingItemHoveredChanged(UObject* Item, bool bHovered) | |
| { | |
| UGameSetting* Setting = bHovered ? Cast<UGameSetting>(Item) : ToRawPtr(LastHoveredOrSelectedSetting); | |
| if (bHovered && Setting) | |
| { | |
| LastHoveredOrSelectedSetting = Setting; | |
| } | |
| FillSettingDetails(Setting); | |
| } | |
| void UGameSettingPanel::HandleSettingItemSelectionChanged(UObject* Item) | |
| { | |
| UGameSetting* Setting = Cast<UGameSetting>(Item); | |
| if (Setting) | |
| { | |
| LastHoveredOrSelectedSetting = Setting; | |
| } | |
| FillSettingDetails(Cast<UGameSetting>(Item)); | |
| } | |
| void UGameSettingPanel::FillSettingDetails(UGameSetting* InSetting) | |
| { | |
| if (Details_Settings) | |
| { | |
| Details_Settings->FillSettingDetails(InSetting); | |
| } | |
| OnFocusedSettingChanged.Broadcast(InSetting); | |
| } | |
| void UGameSettingPanel::HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag) | |
| { | |
| BP_OnExecuteNamedAction.Broadcast(Setting, GameSettings_Action_Tag); | |
| } | |
| void UGameSettingPanel::HandleSettingEditConditionsChanged(UGameSetting* Setting) | |
| { | |
| const bool bWasSettingVisible = VisibleSettings.Contains(Setting); | |
| const bool bIsSettingVisible = Setting->GetEditState().IsVisible(); | |
| if (bIsSettingVisible != bWasSettingVisible) | |
| { | |
| bAdjustListViewPostRefresh = Setting->GetAdjustListViewPostRefresh(); | |
| RefreshSettingsList(); | |
| } | |
| } | |
| void UGameSettingPanel::SelectSetting(const FName& SettingDevName) | |
| { | |
| DesiredSelectionPostRefresh = SettingDevName; | |
| RefreshSettingsList(); | |
| } | |
| UGameSetting* UGameSettingPanel::GetSelectedSetting() const | |
| { | |
| return Cast<UGameSetting>(ListView_Settings->GetSelectedItem()); | |
| } | |