unitysamples / LyraStarterGame /Plugins /GameSettings /Source /Private /Widgets /GameSettingVisualData.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| TSubclassOf<UGameSettingListEntryBase> UGameSettingVisualData::GetEntryForSetting(UGameSetting* InSetting) | |
| { | |
| if (InSetting == nullptr) | |
| { | |
| return TSubclassOf<UGameSettingListEntryBase>(); | |
| } | |
| // Check if there's a custom logic for finding this setting's visual element | |
| TSubclassOf<UGameSettingListEntryBase> CustomEntry = GetCustomEntryForSetting(InSetting); | |
| if (CustomEntry) | |
| { | |
| return CustomEntry; | |
| } | |
| // Check if there's a specific entry widget for a setting by name. Hopefully this is super rare. | |
| { | |
| TSubclassOf<UGameSettingListEntryBase> EntryWidgetClassPtr = EntryWidgetForName.FindRef(InSetting->GetDevName()); | |
| if (EntryWidgetClassPtr) | |
| { | |
| return EntryWidgetClassPtr; | |
| } | |
| } | |
| // Finally check to see if there's an entry for this setting following the classes we have entries for. | |
| // we use the super chain of the setting classes to find the most applicable entry widget for this class | |
| // of setting. | |
| for (UClass* Class = InSetting->GetClass(); Class; Class = Class->GetSuperClass()) | |
| { | |
| if (TSubclassOf<UGameSetting> SettingClass = TSubclassOf<UGameSetting>(Class)) | |
| { | |
| TSubclassOf<UGameSettingListEntryBase> EntryWidgetClassPtr = EntryWidgetForClass.FindRef(SettingClass); | |
| if (EntryWidgetClassPtr) | |
| { | |
| return EntryWidgetClassPtr; | |
| } | |
| } | |
| } | |
| return TSubclassOf<UGameSettingListEntryBase>(); | |
| } | |
| TArray<TSoftClassPtr<UGameSettingDetailExtension>> UGameSettingVisualData::GatherDetailExtensions(UGameSetting* InSetting) | |
| { | |
| TArray<TSoftClassPtr<UGameSettingDetailExtension>> Extensions; | |
| // Find extensions by setting name | |
| FGameSettingNameExtensions* ExtensionsWithName = ExtensionsForName.Find(InSetting->GetDevName()); | |
| if (ExtensionsWithName) | |
| { | |
| Extensions.Append(ExtensionsWithName->Extensions); | |
| if (!ExtensionsWithName->bIncludeClassDefaultExtensions) | |
| { | |
| return Extensions; | |
| } | |
| } | |
| // Find extensions for it using the super chain of the setting so that we get any | |
| // class based extensions for this setting. | |
| for (UClass* Class = InSetting->GetClass(); Class; Class = Class->GetSuperClass()) | |
| { | |
| if (TSubclassOf<UGameSetting> SettingClass = TSubclassOf<UGameSetting>(Class)) | |
| { | |
| FGameSettingClassExtensions* ExtensionForClass = ExtensionsForClasses.Find(SettingClass); | |
| if (ExtensionForClass) | |
| { | |
| Extensions.Append(ExtensionForClass->Extensions); | |
| } | |
| } | |
| } | |
| return Extensions; | |
| } | |
| TSubclassOf<UGameSettingListEntryBase> UGameSettingVisualData::GetCustomEntryForSetting(UGameSetting* InSetting) | |
| { | |
| return TSubclassOf<UGameSettingListEntryBase>(); | |
| } | |