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| #pragma once
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| #include "CommonActivatableWidget.h"
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| #include "GameSettingRegistry.h"
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| #include "GameSettingRegistryChangeTracker.h"
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| #include "GameSettingScreen.generated.h"
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| #define UE_API GAMESETTINGS_API
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| class UGameSetting;
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| class UGameSettingCollection;
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| class UGameSettingPanel;
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| class UObject;
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| class UWidget;
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| struct FFrame;
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| enum class EGameSettingChangeReason : uint8;
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| |
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| UCLASS(MinimalAPI, Abstract, meta = (Category = "Settings", DisableNativeTick))
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| class UGameSettingScreen : public UCommonActivatableWidget
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| {
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| GENERATED_BODY()
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| public:
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| protected:
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| UE_API virtual void NativeOnInitialized() override;
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| UE_API virtual void NativeOnActivated() override;
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| UE_API virtual void NativeOnDeactivated() override;
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| UE_API virtual UWidget* NativeGetDesiredFocusTarget() const override;
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| UFUNCTION(BlueprintCallable)
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| UE_API void NavigateToSetting(FName SettingDevName);
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| UFUNCTION(BlueprintCallable)
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| UE_API void NavigateToSettings(const TArray<FName>& SettingDevNames);
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| UFUNCTION(BlueprintNativeEvent)
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| UE_API void OnSettingsDirtyStateChanged(bool bSettingsDirty);
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| virtual void OnSettingsDirtyStateChanged_Implementation(bool bSettingsDirty) { }
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| UFUNCTION(BlueprintCallable)
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| UE_API bool AttemptToPopNavigation();
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| UFUNCTION(BlueprintCallable)
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| UE_API UGameSettingCollection* GetSettingCollection(FName SettingDevName, bool& HasAnySettings);
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| protected:
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| UE_API virtual UGameSettingRegistry* CreateRegistry() PURE_VIRTUAL(, return nullptr;);
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| template <typename GameSettingRegistryT = UGameSettingRegistry>
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| GameSettingRegistryT* GetRegistry() const { return Cast<GameSettingRegistryT>(const_cast<UGameSettingScreen*>(this)->GetOrCreateRegistry()); }
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| UFUNCTION(BlueprintCallable)
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| UE_API virtual void CancelChanges();
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| UFUNCTION(BlueprintCallable)
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| UE_API virtual void ApplyChanges();
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| UFUNCTION(BlueprintCallable)
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| bool HaveSettingsBeenChanged() const { return ChangeTracker.HaveSettingsBeenChanged(); }
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| UE_API void ClearDirtyState();
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| UE_API void HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason);
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| FGameSettingRegistryChangeTracker ChangeTracker;
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| private:
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| UE_API UGameSettingRegistry* GetOrCreateRegistry();
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| private:
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| UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true))
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| TObjectPtr<UGameSettingPanel> Settings_Panel;
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| UPROPERTY(Transient)
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| mutable TObjectPtr<UGameSettingRegistry> Registry;
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| };
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| #undef UE_API
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