unitysamples / LyraStarterGame /Source /LyraGame /Settings /CustomSettings /LyraSettingValueDiscrete_Resolution.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ULyraSettingValueDiscrete_Resolution::ULyraSettingValueDiscrete_Resolution() | |
| { | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::OnInitialized() | |
| { | |
| Super::OnInitialized(); | |
| InitializeResolutions(); | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::StoreInitial() | |
| { | |
| // Ignored | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::ResetToDefault() | |
| { | |
| // Ignored | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::RestoreToInitial() | |
| { | |
| // Ignored | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::SetDiscreteOptionByIndex(int32 Index) | |
| { | |
| if (Resolutions.IsValidIndex(Index) && Resolutions[Index].IsValid()) | |
| { | |
| GEngine->GetGameUserSettings()->SetScreenResolution(Resolutions[Index]->GetResolution()); | |
| NotifySettingChanged(EGameSettingChangeReason::Change); | |
| } | |
| } | |
| int32 ULyraSettingValueDiscrete_Resolution::GetDiscreteOptionIndex() const | |
| { | |
| const UGameUserSettings* UserSettings = CastChecked<const UGameUserSettings>(GEngine->GetGameUserSettings()); | |
| return FindIndexOfDisplayResolutionForceValid(UserSettings->GetScreenResolution()); | |
| } | |
| TArray<FText> ULyraSettingValueDiscrete_Resolution::GetDiscreteOptions() const | |
| { | |
| TArray<FText> ReturnResolutionTexts; | |
| for (int32 i = 0; i < Resolutions.Num(); ++i) | |
| { | |
| ReturnResolutionTexts.Add(Resolutions[i]->GetDisplayText()); | |
| } | |
| return ReturnResolutionTexts; | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::OnDependencyChanged() | |
| { | |
| const FIntPoint CurrentResolution = GEngine->GetGameUserSettings()->GetScreenResolution(); | |
| SelectAppropriateResolutions(); | |
| SetDiscreteOptionByIndex(FindClosestResolutionIndex(CurrentResolution)); | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::InitializeResolutions() | |
| { | |
| Resolutions.Empty(); | |
| ResolutionsFullscreen.Empty(); | |
| ResolutionsWindowed.Empty(); | |
| ResolutionsWindowedFullscreen.Empty(); | |
| FDisplayMetrics InitialDisplayMetrics; | |
| FSlateApplication::Get().GetInitialDisplayMetrics(InitialDisplayMetrics); | |
| FScreenResolutionArray ResArray; | |
| RHIGetAvailableResolutions(ResArray, true); | |
| // Determine available windowed modes | |
| { | |
| TArray<FIntPoint> WindowedResolutions; | |
| const FIntPoint MinResolution(1280, 720); | |
| // Use the primary display resolution minus 1 to exclude the primary display resolution from the list. | |
| // This is so you don't make a window so large that part of the game is off screen and you are unable to change resolutions back. | |
| const FIntPoint MaxResolution(InitialDisplayMetrics.PrimaryDisplayWidth - 1, InitialDisplayMetrics.PrimaryDisplayHeight - 1); | |
| // Excluding 4:3 and below | |
| const float MinAspectRatio = 16 / 10.f; | |
| if (MaxResolution.X >= MinResolution.X && MaxResolution.Y >= MinResolution.Y) | |
| { | |
| GetStandardWindowResolutions(MinResolution, MaxResolution, MinAspectRatio, WindowedResolutions); | |
| } | |
| if (GSystemResolution.WindowMode == EWindowMode::Windowed) | |
| { | |
| WindowedResolutions.AddUnique(FIntPoint(GSystemResolution.ResX, GSystemResolution.ResY)); | |
| WindowedResolutions.Sort([](const FIntPoint& A, const FIntPoint& B) { return A.X != B.X ? A.X < B.X : A.Y < B.Y; }); | |
| } | |
| // If there were no standard resolutions. Add the primary display size, just so one exists. | |
| // This might happen if we are running on a non-standard device. | |
| if (WindowedResolutions.Num() == 0) | |
| { | |
| WindowedResolutions.Add(FIntPoint(InitialDisplayMetrics.PrimaryDisplayWidth, InitialDisplayMetrics.PrimaryDisplayHeight)); | |
| } | |
| ResolutionsWindowed.Empty(WindowedResolutions.Num()); | |
| for (const FIntPoint& Res : WindowedResolutions) | |
| { | |
| TSharedRef<FScreenResolutionEntry> Entry = MakeShared<FScreenResolutionEntry>(); | |
| Entry->Width = Res.X; | |
| Entry->Height = Res.Y; | |
| ResolutionsWindowed.Add(Entry); | |
| } | |
| } | |
| // Determine available windowed full-screen modes | |
| { | |
| FScreenResolutionRHI* RHIInitialResolution = ResArray.FindByPredicate([InitialDisplayMetrics](const FScreenResolutionRHI& ScreenRes) { | |
| return ScreenRes.Width == InitialDisplayMetrics.PrimaryDisplayWidth && ScreenRes.Height == InitialDisplayMetrics.PrimaryDisplayHeight; | |
| }); | |
| TSharedRef<FScreenResolutionEntry> Entry = MakeShared<FScreenResolutionEntry>(); | |
| if (RHIInitialResolution) | |
| { | |
| // If this is in the official list use that | |
| Entry->Width = RHIInitialResolution->Width; | |
| Entry->Height = RHIInitialResolution->Height; | |
| Entry->RefreshRate = RHIInitialResolution->RefreshRate; | |
| } | |
| else | |
| { | |
| // Custom resolution the RHI doesn't expect | |
| Entry->Width = InitialDisplayMetrics.PrimaryDisplayWidth; | |
| Entry->Height = InitialDisplayMetrics.PrimaryDisplayHeight; | |
| // TODO: Unsure how to calculate refresh rate | |
| Entry->RefreshRate = FPlatformMisc::GetMaxRefreshRate(); | |
| } | |
| ResolutionsWindowedFullscreen.Add(Entry); | |
| } | |
| // Determine available full-screen modes | |
| if (ResArray.Num() > 0) | |
| { | |
| // try more strict first then more relaxed, we want at least one resolution to remain | |
| for (int32 FilterThreshold = 0; FilterThreshold < 3; ++FilterThreshold) | |
| { | |
| for (int32 ModeIndex = 0; ModeIndex < ResArray.Num(); ModeIndex++) | |
| { | |
| const FScreenResolutionRHI& ScreenRes = ResArray[ModeIndex]; | |
| // first try with struct test, than relaxed test | |
| if (ShouldAllowFullScreenResolution(ScreenRes, FilterThreshold)) | |
| { | |
| TSharedRef<FScreenResolutionEntry> Entry = MakeShared<FScreenResolutionEntry>(); | |
| Entry->Width = ScreenRes.Width; | |
| Entry->Height = ScreenRes.Height; | |
| Entry->RefreshRate = ScreenRes.RefreshRate; | |
| ResolutionsFullscreen.Add(Entry); | |
| } | |
| } | |
| if (ResolutionsFullscreen.Num()) | |
| { | |
| // we found some resolutions, otherwise we try with more relaxed tests | |
| break; | |
| } | |
| } | |
| } | |
| SelectAppropriateResolutions(); | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::SelectAppropriateResolutions() | |
| { | |
| EWindowMode::Type const WindowMode = GEngine->GetGameUserSettings()->GetFullscreenMode(); | |
| if (LastWindowMode != WindowMode) | |
| { | |
| LastWindowMode = WindowMode; | |
| Resolutions.Empty(); | |
| switch (WindowMode) | |
| { | |
| case EWindowMode::Windowed: | |
| Resolutions.Append(ResolutionsWindowed); | |
| break; | |
| case EWindowMode::WindowedFullscreen: | |
| Resolutions.Append(ResolutionsWindowedFullscreen); | |
| break; | |
| case EWindowMode::Fullscreen: | |
| Resolutions.Append(ResolutionsFullscreen); | |
| break; | |
| } | |
| NotifyEditConditionsChanged(); | |
| } | |
| } | |
| // To filter out odd resolution so UI and testing has less issues. This is game specific. | |
| // @param ScreenRes resolution and | |
| // @param FilterThreshold 0/1/2 to make sure we get at least some resolutions (might be an issues with UI but at least we get some resolution entries) | |
| bool ULyraSettingValueDiscrete_Resolution::ShouldAllowFullScreenResolution(const FScreenResolutionRHI& SrcScreenRes, int32 FilterThreshold) const | |
| { | |
| FScreenResolutionRHI ScreenRes = SrcScreenRes; | |
| // expected: 4:3=1.333, 16:9=1.777, 16:10=1.6, multi-monitor-wide: >2 | |
| bool bIsPortrait = ScreenRes.Width < ScreenRes.Height; | |
| float AspectRatio = (float)ScreenRes.Width / (float)ScreenRes.Height; | |
| // If portrait, flip values back to landscape so we can don't have to special case all the tests below | |
| if (bIsPortrait) | |
| { | |
| AspectRatio = 1.0f / AspectRatio; | |
| ScreenRes.Width = SrcScreenRes.Height; | |
| ScreenRes.Height = SrcScreenRes.Width; | |
| } | |
| // Filter out resolutions that don't match the native aspect ratio of the primary monitor | |
| // TODO: Other games allow the user to choose which monitor the games goes fullscreen on. This would allow | |
| // this filtering to be correct when the users monitors are of different types! ATM, the game can change | |
| // which monitor it uses based on other factors (max window overlap etc.) so we could end up choosing a | |
| // resolution which the target monitor doesn't support. | |
| if (FilterThreshold < 1) | |
| { | |
| FDisplayMetrics DisplayMetrics; | |
| FSlateApplication::Get().GetInitialDisplayMetrics(DisplayMetrics); | |
| // Default display aspect to required aspect in case this platform can't provide the information. Forces acceptance of this resolution. | |
| float DisplayAspect = AspectRatio; | |
| // Some platforms might not be able to detect the native resolution of the display device, so don't filter in that case | |
| for (int32 MonitorIndex = 0; MonitorIndex < DisplayMetrics.MonitorInfo.Num(); ++MonitorIndex) | |
| { | |
| FMonitorInfo& MonitorInfo = DisplayMetrics.MonitorInfo[MonitorIndex]; | |
| if (MonitorInfo.bIsPrimary) | |
| { | |
| DisplayAspect = (float)MonitorInfo.NativeWidth / (float)MonitorInfo.NativeHeight; | |
| break; | |
| } | |
| } | |
| // If aspects are not almost exactly equal, reject | |
| if (FMath::Abs(DisplayAspect - AspectRatio) > KINDA_SMALL_NUMBER) | |
| { | |
| return false; | |
| } | |
| } | |
| // more relaxed tests have a larger FilterThreshold | |
| // minimum is 1280x720 | |
| if (FilterThreshold < 2 && (ScreenRes.Width < 1280 || ScreenRes.Height < 720)) | |
| { | |
| // filter resolutions that are too small | |
| return false; | |
| } | |
| return true; | |
| } | |
| int32 ULyraSettingValueDiscrete_Resolution::FindIndexOfDisplayResolution(const FIntPoint& InPoint) const | |
| { | |
| // find the current res | |
| for (int32 i = 0, Num = Resolutions.Num(); i < Num; ++i) | |
| { | |
| if (Resolutions[i]->GetResolution() == InPoint) | |
| { | |
| return i; | |
| } | |
| } | |
| return INDEX_NONE; | |
| } | |
| int32 ULyraSettingValueDiscrete_Resolution::FindIndexOfDisplayResolutionForceValid(const FIntPoint& InPoint) const | |
| { | |
| int32 Result = FindIndexOfDisplayResolution(InPoint); | |
| if (Result == INDEX_NONE && Resolutions.Num() > 0) | |
| { | |
| Result = Resolutions.Num() - 1; | |
| } | |
| return Result; | |
| } | |
| int32 ULyraSettingValueDiscrete_Resolution::FindClosestResolutionIndex(const FIntPoint& Resolution) const | |
| { | |
| int32 Index = 0; | |
| int32 LastDiff = Resolution.SizeSquared(); | |
| for (int32 i = 0, Num = Resolutions.Num(); i < Num; ++i) | |
| { | |
| // We compare the squared diagonals | |
| int32 Diff = FMath::Abs(Resolution.SizeSquared() - Resolutions[i]->GetResolution().SizeSquared()); | |
| if (Diff <= LastDiff) | |
| { | |
| Index = i; | |
| } | |
| LastDiff = Diff; | |
| } | |
| return Index; | |
| } | |
| void ULyraSettingValueDiscrete_Resolution::GetStandardWindowResolutions(const FIntPoint& MinResolution, const FIntPoint& MaxResolution, float MinAspectRatio, TArray<FIntPoint>& OutResolutions) | |
| { | |
| static TArray<FIntPoint> StandardResolutions; | |
| if (StandardResolutions.Num() == 0) | |
| { | |
| // Standard resolutions as provided by Wikipedia (http://en.wikipedia.org/wiki/Graphics_display_resolution) | |
| // Extended Graphics Array | |
| { | |
| new(StandardResolutions) FIntPoint(1024, 768); // XGA | |
| // WXGA (3 versions) | |
| new(StandardResolutions) FIntPoint(1366, 768); // FWXGA | |
| new(StandardResolutions) FIntPoint(1360, 768); | |
| new(StandardResolutions) FIntPoint(1280, 800); | |
| new(StandardResolutions) FIntPoint(1152, 864); // XGA+ | |
| new(StandardResolutions) FIntPoint(1440, 900); // WXGA+ | |
| new(StandardResolutions) FIntPoint(1280, 1024); // SXGA | |
| new(StandardResolutions) FIntPoint(1400, 1050); // SXGA+ | |
| new(StandardResolutions) FIntPoint(1680, 1050); // WSXGA+ | |
| new(StandardResolutions) FIntPoint(1600, 1200); // UXGA | |
| new(StandardResolutions) FIntPoint(1920, 1200); // WUXGA | |
| } | |
| // Quad Extended Graphics Array | |
| { | |
| new(StandardResolutions) FIntPoint(2048, 1152); // QWXGA | |
| new(StandardResolutions) FIntPoint(2048, 1536); // QXGA | |
| new(StandardResolutions) FIntPoint(2560, 1600); // WQXGA | |
| new(StandardResolutions) FIntPoint(2560, 2048); // QSXGA | |
| new(StandardResolutions) FIntPoint(3200, 2048); // WQSXGA | |
| new(StandardResolutions) FIntPoint(3200, 2400); // QUXGA | |
| new(StandardResolutions) FIntPoint(3840, 2400); // WQUXGA | |
| } | |
| // Hyper Extended Graphics Array | |
| { | |
| new(StandardResolutions) FIntPoint(4096, 3072); // HXGA | |
| new(StandardResolutions) FIntPoint(5120, 3200); // WHXGA | |
| new(StandardResolutions) FIntPoint(5120, 4096); // HSXGA | |
| new(StandardResolutions) FIntPoint(6400, 4096); // WHSXGA | |
| new(StandardResolutions) FIntPoint(6400, 4800); // HUXGA | |
| new(StandardResolutions) FIntPoint(7680, 4800); // WHUXGA | |
| } | |
| // High-Definition | |
| { | |
| new(StandardResolutions) FIntPoint(640, 360); // nHD | |
| new(StandardResolutions) FIntPoint(960, 540); // qHD | |
| new(StandardResolutions) FIntPoint(1280, 720); // HD | |
| new(StandardResolutions) FIntPoint(1920, 1080); // FHD | |
| new(StandardResolutions) FIntPoint(2560, 1440); // QHD | |
| new(StandardResolutions) FIntPoint(3200, 1800); // WQXGA+ | |
| new(StandardResolutions) FIntPoint(3840, 2160); // UHD 4K | |
| new(StandardResolutions) FIntPoint(4096, 2160); // Digital Cinema Initiatives 4K | |
| new(StandardResolutions) FIntPoint(7680, 4320); // FUHD | |
| new(StandardResolutions) FIntPoint(5120, 2160); // UHD 5K | |
| new(StandardResolutions) FIntPoint(5120, 2880); // UHD+ | |
| new(StandardResolutions) FIntPoint(15360, 8640); // QUHD | |
| } | |
| // Sort the list by total resolution size | |
| StandardResolutions.Sort([](const FIntPoint& A, const FIntPoint& B) { return (A.X * A.Y) < (B.X * B.Y); }); | |
| } | |
| // Return all standard resolutions that are within the size constraints | |
| for (const auto& Resolution : StandardResolutions) | |
| { | |
| if (Resolution.X >= MinResolution.X && Resolution.Y >= MinResolution.Y && Resolution.X <= MaxResolution.X && Resolution.Y <= MaxResolution.Y) | |
| { | |
| const float AspectRatio = Resolution.X / (float)Resolution.Y; | |
| if (AspectRatio > MinAspectRatio || FMath::IsNearlyEqual(AspectRatio, MinAspectRatio)) | |
| { | |
| OutResolutions.Add(Resolution); | |
| } | |
| } | |
| } | |
| } | |
| FText ULyraSettingValueDiscrete_Resolution::FScreenResolutionEntry::GetDisplayText() const | |
| { | |
| if (!OverrideText.IsEmpty()) | |
| { | |
| return OverrideText; | |
| } | |
| FText Aspect = FText::GetEmpty(); | |
| // expected: 4:3=1.333, 16:9=1.777, 16:10=1.6, multi-monitor-wide: >2 | |
| float AspectRatio = (float)Width / (float)Height; | |
| if (FMath::Abs(AspectRatio - (4.0f / 3.0f)) < KINDA_SMALL_NUMBER) | |
| { | |
| Aspect = LOCTEXT("AspectRatio-4:3", "4:3"); | |
| } | |
| else if (FMath::Abs(AspectRatio - (16.0f / 9.0f)) < KINDA_SMALL_NUMBER) | |
| { | |
| Aspect = LOCTEXT("AspectRatio-16:9", "16:9"); | |
| } | |
| else if (FMath::Abs(AspectRatio - (16.0f / 10.0f)) < KINDA_SMALL_NUMBER) | |
| { | |
| Aspect = LOCTEXT("AspectRatio-16:10", "16:10"); | |
| } | |
| else if (FMath::Abs(AspectRatio - (3.0f / 4.0f)) < KINDA_SMALL_NUMBER) | |
| { | |
| Aspect = LOCTEXT("AspectRatio-3:4", "3:4"); | |
| } | |
| else if (FMath::Abs(AspectRatio - (9.0f / 16.0f)) < KINDA_SMALL_NUMBER) | |
| { | |
| Aspect = LOCTEXT("AspectRatio-9:16", "9:16"); | |
| } | |
| else if (FMath::Abs(AspectRatio - (10.0f / 16.0f)) < KINDA_SMALL_NUMBER) | |
| { | |
| Aspect = LOCTEXT("AspectRatio-10:16", "10:16"); | |
| } | |
| FNumberFormattingOptions Options; | |
| Options.UseGrouping = false; | |
| FFormatNamedArguments Args; | |
| Args.Add(TEXT("X"), FText::AsNumber(Width, &Options)); | |
| Args.Add(TEXT("Y"), FText::AsNumber(Height, &Options)); | |
| Args.Add(TEXT("AspectRatio"), Aspect); | |
| Args.Add(TEXT("RefreshRate"), RefreshRate); | |
| return FText::Format(LOCTEXT("AspectRatio", "{X} x {Y}"), Args); | |
| } | |