unitysamples / LyraStarterGame /Source /LyraGame /Settings /LyraGameSettingRegistry_MouseAndKeyboard.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class ULocalPlayer; | |
| UGameSettingCollection* ULyraGameSettingRegistry::InitializeMouseAndKeyboardSettings(ULyraLocalPlayer* InLocalPlayer) | |
| { | |
| UGameSettingCollection* Screen = NewObject<UGameSettingCollection>(); | |
| Screen->SetDevName(TEXT("MouseAndKeyboardCollection")); | |
| Screen->SetDisplayName(LOCTEXT("MouseAndKeyboardCollection_Name", "Mouse & Keyboard")); | |
| Screen->Initialize(InLocalPlayer); | |
| const TSharedRef<FWhenCondition> WhenPlatformSupportsMouseAndKeyboard = MakeShared<FWhenCondition>( | |
| [](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) | |
| { | |
| const UCommonInputPlatformSettings* PlatformInput = UPlatformSettingsManager::Get().GetSettingsForPlatform<UCommonInputPlatformSettings>(); | |
| if (!PlatformInput->SupportsInputType(ECommonInputType::MouseAndKeyboard)) | |
| { | |
| InOutEditState.Kill(TEXT("Platform does not support mouse and keyboard")); | |
| } | |
| }); | |
| // Mouse Sensitivity | |
| //////////////////////////////////////////////////////////////////////////////////// | |
| { | |
| UGameSettingCollection* Sensitivity = NewObject<UGameSettingCollection>(); | |
| Sensitivity->SetDevName(TEXT("MouseSensitivityCollection")); | |
| Sensitivity->SetDisplayName(LOCTEXT("MouseSensitivityCollection_Name", "Sensitivity")); | |
| Screen->AddSetting(Sensitivity); | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>(); | |
| Setting->SetDevName(TEXT("MouseSensitivityYaw")); | |
| Setting->SetDisplayName(LOCTEXT("MouseSensitivityYaw_Name", "X-Axis Sensitivity")); | |
| Setting->SetDescriptionRichText(LOCTEXT("MouseSensitivityYaw_Description", "Sets the sensitivity of the mouse's horizontal (x) axis. With higher settings the camera will move faster when looking left and right with the mouse.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetMouseSensitivityX)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetMouseSensitivityX)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetMouseSensitivityX()); | |
| Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals); | |
| Setting->SetSourceRangeAndStep(TRange<double>(0, 10), 0.01); | |
| Setting->SetMinimumLimit(0.01); | |
| Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); | |
| Sensitivity->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>(); | |
| Setting->SetDevName(TEXT("MouseSensitivityPitch")); | |
| Setting->SetDisplayName(LOCTEXT("MouseSensitivityPitch_Name", "Y-Axis Sensitivity")); | |
| Setting->SetDescriptionRichText(LOCTEXT("MouseSensitivityPitch_Description", "Sets the sensitivity of the mouse's vertical (y) axis. With higher settings the camera will move faster when looking up and down with the mouse.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetMouseSensitivityY)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetMouseSensitivityY)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetMouseSensitivityY()); | |
| Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals); | |
| Setting->SetSourceRangeAndStep(TRange<double>(0, 10), 0.01); | |
| Setting->SetMinimumLimit(0.01); | |
| Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); | |
| Sensitivity->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>(); | |
| Setting->SetDevName(TEXT("MouseTargetingMultiplier")); | |
| Setting->SetDisplayName(LOCTEXT("MouseTargetingMultiplier_Name", "Targeting Sensitivity")); | |
| Setting->SetDescriptionRichText(LOCTEXT("MouseTargetingMultiplier_Description", "Sets the modifier for reducing mouse sensitivity when targeting. 100% will have no slow down when targeting. Lower settings will have more slow down when targeting.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetTargetingMultiplier)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetTargetingMultiplier)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetTargetingMultiplier()); | |
| Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals); | |
| Setting->SetSourceRangeAndStep(TRange<double>(0, 10), 0.01); | |
| Setting->SetMinimumLimit(0.01); | |
| Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); | |
| Sensitivity->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>(); | |
| Setting->SetDevName(TEXT("InvertVerticalAxis")); | |
| Setting->SetDisplayName(LOCTEXT("InvertVerticalAxis_Name", "Invert Vertical Axis")); | |
| Setting->SetDescriptionRichText(LOCTEXT("InvertVerticalAxis_Description", "Enable the inversion of the vertical look axis.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertVerticalAxis)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertVerticalAxis)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetInvertVerticalAxis()); | |
| Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); | |
| Sensitivity->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>(); | |
| Setting->SetDevName(TEXT("InvertHorizontalAxis")); | |
| Setting->SetDisplayName(LOCTEXT("InvertHorizontalAxis_Name", "Invert Horizontal Axis")); | |
| Setting->SetDescriptionRichText(LOCTEXT("InvertHorizontalAxis_Description", "Enable the inversion of the Horizontal look axis.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertHorizontalAxis)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertHorizontalAxis)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetInvertHorizontalAxis()); | |
| Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); | |
| Sensitivity->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| } | |
| // Bindings for Mouse & Keyboard - Automatically Generated | |
| //////////////////////////////////////////////////////////////////////////////////// | |
| { | |
| UGameSettingCollection* KeyBinding = NewObject<UGameSettingCollection>(); | |
| KeyBinding->SetDevName(TEXT("KeyBindingCollection")); | |
| KeyBinding->SetDisplayName(LOCTEXT("KeyBindingCollection_Name", "Keyboard & Mouse")); | |
| Screen->AddSetting(KeyBinding); | |
| const UEnhancedInputLocalPlayerSubsystem* EISubsystem = InLocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(); | |
| const UEnhancedInputUserSettings* UserSettings = EISubsystem->GetUserSettings(); | |
| // If you want to just get one profile pair, then you can do UserSettings->GetCurrentProfile | |
| // A map of key bindings mapped to their display category | |
| TMap<FString, UGameSettingCollection*> CategoryToSettingCollection; | |
| // Returns an existing setting collection for the display category if there is one. | |
| // If there isn't one, then it will create a new one and initialize it | |
| auto GetOrCreateSettingCollection = [&CategoryToSettingCollection, &Screen](FText DisplayCategory) -> UGameSettingCollection* | |
| { | |
| static const FString DefaultDevName = TEXT("Default_KBM"); | |
| static const FText DefaultDevDisplayName = NSLOCTEXT("LyraInputSettings", "LyraInputDefaults", "Default Experiences"); | |
| if (DisplayCategory.IsEmpty()) | |
| { | |
| DisplayCategory = DefaultDevDisplayName; | |
| } | |
| FString DisplayCatString = DisplayCategory.ToString(); | |
| if (UGameSettingCollection** ExistingCategory = CategoryToSettingCollection.Find(DisplayCatString)) | |
| { | |
| return *ExistingCategory; | |
| } | |
| UGameSettingCollection* ConfigSettingCollection = NewObject<UGameSettingCollection>(); | |
| ConfigSettingCollection->SetDevName(FName(DisplayCatString)); | |
| ConfigSettingCollection->SetDisplayName(DisplayCategory); | |
| Screen->AddSetting(ConfigSettingCollection); | |
| CategoryToSettingCollection.Add(DisplayCatString, ConfigSettingCollection); | |
| return ConfigSettingCollection; | |
| }; | |
| static TSet<FName> CreatedMappingNames; | |
| CreatedMappingNames.Reset(); | |
| for (const TPair<FString, TObjectPtr<UEnhancedPlayerMappableKeyProfile>>& ProfilePair : UserSettings->GetAllAvailableKeyProfiles()) | |
| { | |
| const FString& ProfileName = ProfilePair.Key; | |
| const TObjectPtr<UEnhancedPlayerMappableKeyProfile>& Profile = ProfilePair.Value; | |
| for (const TPair<FName, FKeyMappingRow>& RowPair : Profile->GetPlayerMappingRows()) | |
| { | |
| // Create a setting row for anything with valid mappings and that we haven't created yet | |
| if (RowPair.Value.HasAnyMappings() /* && !CreatedMappingNames.Contains(RowPair.Key)*/) | |
| { | |
| // We only want keyboard keys on this settings screen, so we will filter down by mappings | |
| // that are set to keyboard keys | |
| FPlayerMappableKeyQueryOptions Options = {}; | |
| Options.KeyToMatch = EKeys::W; | |
| Options.bMatchBasicKeyTypes = true; | |
| const FText& DesiredDisplayCategory = RowPair.Value.Mappings.begin()->GetDisplayCategory(); | |
| if (UGameSettingCollection* Collection = GetOrCreateSettingCollection(DesiredDisplayCategory)) | |
| { | |
| // Create the settings widget and initialize it, adding it to this config's section | |
| ULyraSettingKeyboardInput* InputBinding = NewObject<ULyraSettingKeyboardInput>(); | |
| InputBinding->InitializeInputData(Profile, RowPair.Value, Options); | |
| InputBinding->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); | |
| Collection->AddSetting(InputBinding); | |
| CreatedMappingNames.Add(RowPair.Key); | |
| } | |
| else | |
| { | |
| ensure(false); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| return Screen; | |
| } | |