graphic settings wip
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/Classes/UICC_MainMenu_Page.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/Classes/UICC_MainMenu_SmallButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/Classes/UICC_MenuMain_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsCategory.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsCategory.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsComboBox_Bool.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsComboBox_Bool.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsKeySelector.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsKeySelector.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_OptionsSlider.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_Title.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Components/UIC_MainMenu_Title.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Credits.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Home.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options_Audio.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options_Game.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/Pages/UI_MainMenu_Page_Options_Graphics.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenu.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenu.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuCredits.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsControls.uasset
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UnrealProject/Lost_Edge/Content/UI/Blueprints/MainMenu/UI_MainMenuOptionsVideo.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_Page.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_Page.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_PageButtonParticle.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_PageButtonParticle.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_SmallButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MainMenu_SmallButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MenuMain_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_MenuMain_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_Keyselector.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_Keyselector.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsCategory.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsCategory.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsComboBox.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsComboBox_Bool.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsKeySelector.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsKeySelector.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsSlider.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_OptionsSlider.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_PageButton.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_Title.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/UIC_MainMenu_Title.uasset
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@ -2,14 +2,16 @@
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using UnrealBuildTool;
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using UnrealBuildTool;
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public class Lost_Edge : ModuleRules {
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public class Lost_Edge : ModuleRules
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public Lost_Edge(ReadOnlyTargetRules Target) : base(Target) {
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{
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public Lost_Edge(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OpenCV" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OpenCV" });
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PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG", "RHI", "RenderCore", "Lost_EdgeShaders", "PakFile", //"TextureCompressor",
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PrivateDependencyModuleNames.AddRange(new string[] { "EnhancedInput", "UMG", "RHI", "RenderCore", "Lost_EdgeShaders", "PakFile", //"TextureCompressor",
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"LevelSequence", "MovieScene", "HTTP", "Json" }); // "Slate", "SlateCore"
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"LevelSequence", "MovieScene", "HTTP", "Json", "ApplicationCore" }); // "Slate", "SlateCore"
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// UE_LOG(LogTemp, Log, TEXT("capture: %s"), (capture ? TEXT("true") : TEXT("false")));
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// UE_LOG(LogTemp, Log, TEXT("capture: %s"), (capture ? TEXT("true") : TEXT("false")));
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// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("1"));
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// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("1"));
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@ -0,0 +1,37 @@
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// Oleg Petruny proprietary.
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#include "GraphicsSettingsHelper.h"
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#include "GenericPlatform/GenericApplication.h"
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int32 UGraphicsSettingsHelper::GetPrimaryMonitorId()
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{
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FDisplayMetrics FDM;
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FDisplayMetrics::GetMonitorsInfo(FDM);
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TArray<FMonitorInfo> buffer;
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for(const FMonitorInfo& i : FDM.MonitorInfo)
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{
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buffer.Add(FMonitorInfo(i.Name, i.ID, i.NativeWidth, i.NativeHeight,
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FPlatformRectangle(i.DisplayRect.Left, i.DisplayRect.Top, i.DisplayRect.Right, i.DisplayRect.Bottom),
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FPlatformRectangle(i.WorkArea.Left, i.WorkArea.Top, i.WorkArea.Right, i.WorkArea.Bottom),
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i.bIsPrimary, i.DPI));
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}
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monitors = buffer;
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TArray<FMonitorInfo> monitors = GetAvailableMonitors();
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for(int i = 0; i < monitors.Num(); i++)
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if(monitors[i].bIsPrimary)
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return i;
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}
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int32 UGraphicsSettingsHelper::GetCurrentMonitorId()
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{
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return int32();
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}
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//TArray<FMonitorInfo> UGraphicsSettingsHelper::GetAvailableMonitors()
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//{
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// return TArray<FMonitorInfo>();
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//}
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void UGraphicsSettingsHelper::SetMonitor(int32 id)
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{}
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@ -0,0 +1,23 @@
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// Oleg Petruny proprietary.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GraphicsSettingsHelper.generated.h"
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UCLASS()
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class UGraphicsSettingsHelper : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure, Category = GraphicsSettingsHelper)
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static int32 GetPrimaryMonitorId();
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UFUNCTION(BlueprintPure, Category = GraphicsSettingsHelper)
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static int32 GetCurrentMonitorId();
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//UFUNCTION(BlueprintPure, Category = GraphicsSettingsHelper)
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//static TArray<FMonitorInfo> GetAvailableMonitors();
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UFUNCTION(BlueprintCallable, Category = GraphicsSettingsHelper)
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static void SetMonitor(int32 id);
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};
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