Menu #8
@ -105,6 +105,38 @@ FWorldDilationChangedDelegate& UCommonFunctions::GetWorldDilationChangedDelegate
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return SlowMotion::worldDilationChangedDelegate;
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}
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FString UCommonFunctions::IntPointToString(const FIntPoint& in)
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{
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FString result = FString::Printf(TEXT("%sx%s"), *FString::FromInt(in.X), *FString::FromInt(in.Y));
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return MoveTemp(result);
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}
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FIntPoint UCommonFunctions::StringToIntPoint(const FString& in)
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{
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FIntPoint result;
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const FRegexPattern rgxP(FRegexPattern(TEXT("[0-9]+")));
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FRegexMatcher rgx = FRegexMatcher(rgxP, in);
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if(rgx.FindNext())
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result.X = FCString::Atoi(*in.Mid(rgx.GetMatchBeginning(), rgx.GetMatchEnding() - rgx.GetMatchBeginning()));
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if(rgx.FindNext())
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result.Y = FCString::Atoi(*in.Mid(rgx.GetMatchBeginning(), rgx.GetMatchEnding() - rgx.GetMatchBeginning()));
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return MoveTemp(result);
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}
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int32 UCommonFunctions::GreatestCommonDivisor(int32 a, int32 b)
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{
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int32 temp;
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while(b != 0)
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{
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temp = b;
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b = a % b;
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a = temp;
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}
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return a;
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}
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void UCommonFunctions::SlowMotionTick()
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{
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const UWorld* world = UCustomGameInstance::Get()->GetWorld();
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@ -44,6 +44,18 @@ public:
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UFUNCTION(BlueprintPure, Category = TypeCasts)
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static FString IntPointToString(const FIntPoint& in);
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UFUNCTION(BlueprintPure, Category = TypeCasts)
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static FIntPoint StringToIntPoint(const FString& in);
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UFUNCTION(BlueprintPure, Category = Math)
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static int32 GreatestCommonDivisor(int32 a, int32 b);
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UFUNCTION(BlueprintPure)
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static TArray<int32> GetRandomIntArray(int32 size = 16, int32 min = 0, int32 max = 16);
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@ -23,16 +23,16 @@ UCustomGameSettings::UCustomGameSettings(const FObjectInitializer& ObjectInitial
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bUseMotionBlur = false;
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bShowFps = false;
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/** Game */
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fMouseSensetivity = GetDefaultMouseSensetivity();
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bMouseInverted = GetDefaultMouseInverted();
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/** Audio */
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fMasterVolume = GetDefaultMasterVolume();
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fMusicVolume = GetDefaultMusicVolume();
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fEffectsVolume = GetDefaultEffectsVolume();
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fVoicesVolume = GetDefaultVoicesVolume();
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fMenuVolume = GetDefaultMenuVolume();
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/** Game */
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fMouseSensetivity = GetDefaultMouseSensetivity();
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bMouseInverted = GetDefaultMouseInverted();
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}
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UCustomGameSettings* UCustomGameSettings::Get()
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@ -42,45 +42,24 @@ UCustomGameSettings* UCustomGameSettings::Get()
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/** Game */
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float UCustomGameSettings::GetDefaultMouseSensetivity() const
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{
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return fDefaultMouseSensetivity;
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}
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float UCustomGameSettings::GetMouseSensetivity() const
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{
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return fMouseSensetivity;
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}
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void UCustomGameSettings::SetMouseSensetivity(float value)
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{
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fMouseSensetivity = FMath::Clamp(value, 0.1f, 2.0f);
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}
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bool UCustomGameSettings::GetDefaultMouseInverted() const
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{
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return bDefaultMouseInverted;
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}
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/** Audio */
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float UCustomGameSettings::GetDefaultMasterVolume() const
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inline float UCustomGameSettings::GetDefaultMasterVolume() const
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{
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return fDefaultMasterVolume;
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}
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float UCustomGameSettings::GetDefaultMusicVolume() const
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inline float UCustomGameSettings::GetDefaultMusicVolume() const
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{
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return fDefaultMusicVolume;
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}
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float UCustomGameSettings::GetDefaultEffectsVolume() const
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inline float UCustomGameSettings::GetDefaultEffectsVolume() const
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{
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return fDefaultEffectsVolume;
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}
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float UCustomGameSettings::GetDefaultVoicesVolume() const
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inline float UCustomGameSettings::GetDefaultVoicesVolume() const
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{
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return fDefaultVoicesVolume;
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}
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float UCustomGameSettings::GetDefaultMenuVolume() const
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inline float UCustomGameSettings::GetDefaultMenuVolume() const
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{
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return fDefaultMenuVolume;
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}
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@ -126,3 +105,22 @@ void UCustomGameSettings::SetMenuVolume(float value)
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{
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fMenuVolume = FMath::Clamp(value, 0.0f, 1.0f);
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}
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/** Game */
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inline float UCustomGameSettings::GetDefaultMouseSensetivity() const
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{
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return fDefaultMouseSensetivity;
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}
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float UCustomGameSettings::GetMouseSensetivity() const
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{
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return fMouseSensetivity;
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}
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void UCustomGameSettings::SetMouseSensetivity(float value)
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{
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fMouseSensetivity = FMath::Clamp(value, 0.1f, 2.0f);
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}
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inline bool UCustomGameSettings::GetDefaultMouseInverted() const
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{
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return bDefaultMouseInverted;
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}
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@ -23,7 +23,7 @@ public:
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static UCustomGameSettings* Get();
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/** Graphics */
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UPROPERTY(Config, BlueprintReadWrite)
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bool bUseMotionBlur;
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@ -32,40 +32,20 @@ public:
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/** Game */
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetDefaultMouseSensetivity() const;
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/** Returns mouse sensetivity multiplier in [0.1 - 2.0] */
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetMouseSensetivity() const;
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/**
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* Sets mouse sensetivity multiplier
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* @param value [0.1 - 2.0]
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*/
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UFUNCTION(BlueprintCallable, Category = Settings)
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void SetMouseSensetivity(float value);
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UFUNCTION(BlueprintPure, Category = Settings)
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bool GetDefaultMouseInverted() const;
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UPROPERTY(Config, BlueprintReadWrite)
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bool bMouseInverted;
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/**
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* Audio
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* All values are clamped in [0.0 - 1.0]
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*/
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetDefaultMasterVolume() const; // UFUNCTION doesn't support constexpr functions
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LOST_EDGE_API inline float GetDefaultMasterVolume() const; // UFUNCTION doesn't support constexpr functions
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetDefaultMusicVolume() const; // UFUNCTION doesn't support constexpr functions
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LOST_EDGE_API inline float GetDefaultMusicVolume() const; // UFUNCTION doesn't support constexpr functions
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetDefaultEffectsVolume() const; // UFUNCTION doesn't support constexpr functions
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LOST_EDGE_API inline float GetDefaultEffectsVolume() const; // UFUNCTION doesn't support constexpr functions
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetDefaultVoicesVolume() const; // UFUNCTION doesn't support constexpr functions
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LOST_EDGE_API inline float GetDefaultVoicesVolume() const; // UFUNCTION doesn't support constexpr functions
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetDefaultMenuVolume() const; // UFUNCTION doesn't support constexpr functions
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LOST_EDGE_API inline float GetDefaultMenuVolume() const; // UFUNCTION doesn't support constexpr functions
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetMasterVolume() const;
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@ -89,6 +69,28 @@ public:
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UFUNCTION(BlueprintCallable, Category = Settings)
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void SetMenuVolume(float value);
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/** Game */
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UFUNCTION(BlueprintPure, Category = Settings)
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LOST_EDGE_API inline float GetDefaultMouseSensetivity() const;
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/** Returns mouse sensetivity multiplier in [0.1 - 2.0] */
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UFUNCTION(BlueprintPure, Category = Settings)
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float GetMouseSensetivity() const;
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/**
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* Sets mouse sensetivity multiplier
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* @param value [0.1 - 2.0]
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*/
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UFUNCTION(BlueprintCallable, Category = Settings)
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void SetMouseSensetivity(float value);
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UFUNCTION(BlueprintPure, Category = Settings)
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LOST_EDGE_API inline bool GetDefaultMouseInverted() const;
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UPROPERTY(Config, BlueprintReadWrite)
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bool bMouseInverted;
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protected:
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UPROPERTY(Config)
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float fMouseSensetivity;
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@ -4,34 +4,294 @@
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#include "GenericPlatform/GenericApplication.h"
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#include "CommonFunctions.h"
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#include "CustomGameSettings.h"
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namespace
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{
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const FIntPoint ipDefaultWindowPosition = { 0, 0 };
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constexpr int32 iDefaultMonitorId = 0;
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const FIntPoint ipDefaultResolution = { 1920, 1080 };
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constexpr float fDefaultResolutionScale = 1.0f;
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constexpr int32 iDefaultFrameRateLimit = 120;
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}
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FIntPoint UGraphicsSettingsHelper::GetDefaultWindowPosition([[maybe_unused]] UCustomGameSettings* settings)
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{
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return ipDefaultWindowPosition;
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}
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FIntPoint UGraphicsSettingsHelper::GetWindowPosition([[maybe_unused]] UCustomGameSettings* settings)
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{
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if(GEngine && GEngine->GameViewport)
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{
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if(auto window = GEngine->GameViewport->GetWindow())
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{
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auto pos = window->GetPositionInScreen();
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return { (int32)pos.X, (int32)pos.Y };
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}
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}
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return GetDefaultWindowPosition(settings);
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}
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void UGraphicsSettingsHelper::SetWindowPosition([[maybe_unused]] UCustomGameSettings* settings, const FIntPoint& pos)
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{
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if(settings && GEngine && GEngine->GameViewport)
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{
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if(auto window = GEngine->GameViewport->GetWindow())
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{
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window->MoveWindowTo(pos);
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settings->SetWindowPosition(pos.X, pos.Y);
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}
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}
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return;
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}
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int32 UGraphicsSettingsHelper::GetDefaultMonitorId([[maybe_unused]] UCustomGameSettings* settings)
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{
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return iDefaultMonitorId;
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}
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int32 UGraphicsSettingsHelper::GetMonitorId([[maybe_unused]] UCustomGameSettings* settings)
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{
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int32 currentWidth = 0;
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if(GEngine && GEngine->GameViewport)
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currentWidth = GEngine->GameViewport->GetWindow()->GetPositionInScreen().X;
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auto monitors = GetAvailableMonitors();
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int32 i = 0;
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for(; i < monitors.Num(); ++i)
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{
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if(currentWidth <= monitors[i].NativeWidth)
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return i;
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else
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currentWidth -= monitors[i].NativeWidth;
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}
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return GetDefaultMonitorId(settings);
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}
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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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auto monitors = GetAvailableMonitors();
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for(int32 i = 0; i < monitors.Num(); i++)
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if(monitors[i].bIsPrimary)
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return i;
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return GetDefaultMonitorId(nullptr);
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}
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int32 UGraphicsSettingsHelper::GetCurrentMonitorId()
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TArray<FString> UGraphicsSettingsHelper::GetAvailableMonitorsNames()
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{
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return int32();
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TArray<FString> names;
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auto monitors = GetAvailableMonitors();
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for(auto& m : monitors)
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names.Add(m.ID);
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return MoveTemp(names);
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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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TArray<FMonitorInfo> UGraphicsSettingsHelper::GetAvailableMonitors()
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{
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FDisplayMetrics FDM;
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FDisplayMetrics::RebuildDisplayMetrics(FDM);
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return MoveTemp(FDM.MonitorInfo);
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}
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void UGraphicsSettingsHelper::SetMonitor(UCustomGameSettings* settings, const int32 id)
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{
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auto monitors = GetAvailableMonitors();
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if(id >= monitors.Num())
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return;
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int32 windowNewX = 0.0f;
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for(int32 i = 0; i < id; ++i)
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windowNewX += monitors[i].NativeWidth;
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FIntPoint currentRes = GEngine->GameViewport->Viewport->GetSizeXY();
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FIntPoint nativeRes = FIntPoint{ monitors[id].NativeWidth, monitors[id].NativeHeight };
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SetWindowPosition(settings, FIntPoint{
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(nativeRes.X - currentRes.X) / 2 + windowNewX,
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(nativeRes.Y - currentRes.Y) / 2
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});
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}
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FIntPoint UGraphicsSettingsHelper::GetDefaultResolution([[maybe_unused]] UCustomGameSettings* settings)
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{
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return ipDefaultResolution;
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}
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FIntPoint UGraphicsSettingsHelper::GetResolution([[maybe_unused]] UCustomGameSettings* settings)
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{
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if(GEngine
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&& GEngine->GameViewport
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&& GEngine->GameViewport->Viewport)
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return GEngine->GameViewport->Viewport->GetSizeXY();
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return GetNativeResolutionByMonitorId(GetMonitorId(settings));
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}
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FIntPoint UGraphicsSettingsHelper::GetNativeResolutionByMonitorId(const int32 id)
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{
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auto monitors = GetAvailableMonitors();
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if(id < monitors.Num())
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return { monitors[id].NativeWidth, monitors[id].NativeHeight };
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return GetDefaultResolution(nullptr);
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}
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TArray<FResolutionAndRefreshRates> UGraphicsSettingsHelper::GetAllAvailableResolutionsAndRefreshRates()
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{
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TArray<FScreenResolutionRHI> buffer;
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if(!RHIGetAvailableResolutions(buffer, false) || buffer.Num() == 0)
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return { {GetResolution(nullptr), {GetDefaultFrameRateLimit(nullptr)}} };
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TArray<FResolutionAndRefreshRates> result = {};
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int32 lastWidth = 0;
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int32 lastHeight = 0;
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for(auto& i : buffer)
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{
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if(lastWidth != i.Width || lastHeight != i.Height)
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{
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result.Add({ {static_cast<int32>(i.Width), static_cast<int32>(i.Height)}, {static_cast<int32>(i.RefreshRate)} });
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lastHeight = i.Height;
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lastWidth = i.Width;
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}
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else
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{
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result[result.Num() - 1].refreshRates.Add(static_cast<int32>(i.RefreshRate));
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}
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}
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return MoveTemp(result);
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}
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TArray<FIntPoint> UGraphicsSettingsHelper::GetAllAvailableResolutions()
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{
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TArray<FScreenResolutionRHI> buffer;
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if(!RHIGetAvailableResolutions(buffer, false) || buffer.Num() == 0)
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return { {GetResolution(nullptr), {GetDefaultFrameRateLimit(nullptr)}} };
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TArray<FIntPoint> result;
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int32 lastWidth = 0;
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int32 lastHeight = 0;
|
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for(auto& i : buffer)
|
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{
|
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if(lastWidth != i.Width || lastHeight != i.Height)
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{
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result.Add({ static_cast<int32>(i.Width), static_cast<int32>(i.Height) });
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lastHeight = i.Height;
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lastWidth = i.Width;
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}
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}
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return MoveTemp(result);
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}
|
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TArray<FIntPoint> UGraphicsSettingsHelper::GetAvailableResolutionsByMonitorId(const int32 id)
|
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{
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TArray<FIntPoint> result;
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FIntPoint nativeRes = GetNativeResolutionByMonitorId(id);
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for(auto& i : GetAllAvailableResolutions())
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{
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if(i.X > nativeRes.X && i.Y > nativeRes.Y)
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continue;
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result.Add(i);
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}
|
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return MoveTemp(result);
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}
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TArray<FIntPoint> UGraphicsSettingsHelper::FilterResolutionsViaAspectRatio(const TArray<FIntPoint>& resolutions, const FIntPoint& aspectRatio)
|
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{
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TArray<FIntPoint> result;
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for(FIntPoint i : resolutions)
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if(i.X % aspectRatio.X == 0 && i.Y % aspectRatio.Y == 0)
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result.Add(i);
|
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|
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return MoveTemp(result);
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}
|
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|
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void UGraphicsSettingsHelper::SetResolution(UCustomGameSettings* settings, const FIntPoint& resolution)
|
||||
{
|
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if(!settings)
|
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return;
|
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|
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settings->bUseDynamicResolution = true;
|
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settings->SetScreenResolution(resolution);
|
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}
|
||||
|
||||
float UGraphicsSettingsHelper::GetDefaultResolutionScale([[maybe_unused]] UCustomGameSettings* settings)
|
||||
{
|
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return fDefaultResolutionScale;
|
||||
}
|
||||
|
||||
float UGraphicsSettingsHelper::GetResolutionScale([[maybe_unused]] UCustomGameSettings* settings)
|
||||
{
|
||||
if(auto settings = UCustomGameSettings::Get())
|
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return settings->GetResolutionScaleNormalized();
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
void UGraphicsSettingsHelper::SetResolutionScale(UCustomGameSettings* settings, const float resolutionScale)
|
||||
{
|
||||
if(!settings)
|
||||
return;
|
||||
|
||||
settings->SetResolutionScaleNormalized(resolutionScale);
|
||||
}
|
||||
|
||||
int32 UGraphicsSettingsHelper::GetDefaultFrameRateLimit([[maybe_unused]] UCustomGameSettings* settings)
|
||||
{
|
||||
return iDefaultFrameRateLimit;
|
||||
}
|
||||
|
||||
TArray<int32> UGraphicsSettingsHelper::GetAvailableFrameRateLimitsForResolution(const FIntPoint& resolution)
|
||||
{
|
||||
auto resAndRates = GetAllAvailableResolutionsAndRefreshRates();
|
||||
for(auto& i : resAndRates)
|
||||
if(i.resolution == resolution)
|
||||
return MoveTemp(i.refreshRates);
|
||||
|
||||
return { GetDefaultFrameRateLimit(nullptr) };
|
||||
}
|
||||
|
||||
FIntPoint UGraphicsSettingsHelper::GetDefaultAspectRatio([[maybe_unused]] UCustomGameSettings* settings)
|
||||
{
|
||||
return GetAspectRatioFromResolution(GetDefaultResolution(settings));
|
||||
}
|
||||
|
||||
FIntPoint UGraphicsSettingsHelper::GetAspectRatio([[maybe_unused]] UCustomGameSettings* settings)
|
||||
{
|
||||
return GetAspectRatioFromResolution(GetResolution(settings));
|
||||
}
|
||||
|
||||
FIntPoint UGraphicsSettingsHelper::GetAspectRatioFromResolution(const FIntPoint& resolution)
|
||||
{
|
||||
int32 gcd = UCommonFunctions::GreatestCommonDivisor(resolution.X, resolution.Y);
|
||||
return { resolution.X / gcd, resolution.Y / gcd };
|
||||
}
|
||||
|
||||
FIntPoint UGraphicsSettingsHelper::GetAspectRatioOfMonitor(const int32 monitor)
|
||||
{
|
||||
return GetAspectRatioFromResolution(GetNativeResolutionByMonitorId(monitor));
|
||||
}
|
||||
|
||||
TArray<FIntPoint> UGraphicsSettingsHelper::GetAvailableAspectRatiousOfMonitor(const int32 monitor)
|
||||
{
|
||||
TArray<FIntPoint> resolutions = GetAvailableResolutionsByMonitorId(monitor);
|
||||
if(resolutions.Num() == 0)
|
||||
return { GetAspectRatio(nullptr) };
|
||||
|
||||
TSet<FIntPoint> aspects;
|
||||
for(auto& i : resolutions)
|
||||
aspects.Add(GetAspectRatioFromResolution(i));
|
||||
return aspects.Array();
|
||||
}
|
||||
|
||||
void UGraphicsSettingsHelper::SetMonitor(int32 id)
|
||||
{}
|
||||
|
@ -6,18 +6,108 @@
|
||||
|
||||
#include "GraphicsSettingsHelper.generated.h"
|
||||
|
||||
USTRUCT(BlueprintType, Category = "Settings|Graphics|Structs")
|
||||
struct FResolutionAndRefreshRates
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
FIntPoint resolution;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<int32> refreshRates;
|
||||
};
|
||||
|
||||
UENUM(BlueprintType, Category = "Settings|Graphics|Enums")
|
||||
enum class EDisplayMode : uint8
|
||||
{
|
||||
Fullscreen = 0,
|
||||
Borderless = 1,
|
||||
Windowed = 2
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper for trivial and complex graphic settings.
|
||||
* Most of functions work without settings pointer. It is there just for Blueprint call convinience.
|
||||
* Helps with window position, monitor selection, resolution, resolution scale, frame rate limit, aspect ratio,
|
||||
* display mode and gamma.
|
||||
*/
|
||||
UCLASS()
|
||||
class UGraphicsSettingsHelper : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintPure, Category = GraphicsSettingsHelper)
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Window")
|
||||
static FIntPoint GetDefaultWindowPosition(class UCustomGameSettings* settings); // inline functions need API macro, but API macro with static inline function results in "no definition"
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Window")
|
||||
static FIntPoint GetWindowPosition(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintCallable, Category = "Settings|Graphics|Window")
|
||||
static void SetWindowPosition(class UCustomGameSettings* settings, const FIntPoint& pos);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Monitor")
|
||||
static int32 GetDefaultMonitorId(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Monitor")
|
||||
static int32 GetMonitorId(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Monitor")
|
||||
static int32 GetPrimaryMonitorId();
|
||||
UFUNCTION(BlueprintPure, Category = GraphicsSettingsHelper)
|
||||
static int32 GetCurrentMonitorId();
|
||||
//UFUNCTION(BlueprintPure, Category = GraphicsSettingsHelper)
|
||||
//static TArray<FMonitorInfo> GetAvailableMonitors();
|
||||
UFUNCTION(BlueprintCallable, Category = GraphicsSettingsHelper)
|
||||
static void SetMonitor(int32 id);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Monitor")
|
||||
static TArray<FString> GetAvailableMonitorsNames();
|
||||
static TArray<FMonitorInfo> GetAvailableMonitors();
|
||||
UFUNCTION(BlueprintCallable, Category = "Settings|Graphics|Monitor")
|
||||
static void SetMonitor(class UCustomGameSettings* settings, const int32 id);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution")
|
||||
static FIntPoint GetDefaultResolution(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution")
|
||||
static FIntPoint GetResolution(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution")
|
||||
static FIntPoint GetNativeResolutionByMonitorId(const int32 id);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics")
|
||||
static TArray<FResolutionAndRefreshRates> GetAllAvailableResolutionsAndRefreshRates();
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution")
|
||||
static TArray<FIntPoint> GetAllAvailableResolutions();
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution")
|
||||
static TArray<FIntPoint> GetAvailableResolutionsByMonitorId(const int32 id);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution")
|
||||
static TArray<FIntPoint> FilterResolutionsViaAspectRatio(const TArray<FIntPoint>& resolutions, const FIntPoint& aspectRatio);
|
||||
UFUNCTION(BlueprintCallable, Category = "Settings|Graphics|Resolution")
|
||||
static void SetResolution(class UCustomGameSettings* settings, const FIntPoint& resolution);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution Scale")
|
||||
static float GetDefaultResolutionScale(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Resolution Scale")
|
||||
static float GetResolutionScale(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintCallable, Category = "Settings|Graphics|Resolution Scale")
|
||||
static void SetResolutionScale(class UCustomGameSettings* settings, const float resolutionScale);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Frame Rate Limit")
|
||||
static int32 GetDefaultFrameRateLimit(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Frame Rate Limit")
|
||||
static TArray<int32> GetAvailableFrameRateLimitsForResolution(const FIntPoint& resolution);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Aspect Ratio")
|
||||
static FIntPoint GetDefaultAspectRatio(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Aspect Ratio")
|
||||
static FIntPoint GetAspectRatio(class UCustomGameSettings* settings);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Aspect Ratio")
|
||||
static FIntPoint GetAspectRatioFromResolution(const FIntPoint& resolution);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Aspect Ratio")
|
||||
static FIntPoint GetAspectRatioOfMonitor(const int32 monitor);
|
||||
UFUNCTION(BlueprintPure, Category = "Settings|Graphics|Aspect Ratio")
|
||||
static TArray<FIntPoint> GetAvailableAspectRatiousOfMonitor(const int32 monitor);
|
||||
|
||||
//UFUNCTION(BlueprintPure, Category = "Settings Video|Display Mode")
|
||||
//static EDisplayMode StringToDisplayMode(FString in);
|
||||
//UFUNCTION(BlueprintPure, Category = "Settings Video|Display Mode")
|
||||
//static FString DisplayModeToString(EDisplayMode mode);
|
||||
//UFUNCTION(BlueprintPure, Category = "Settings Video|Display Mode")
|
||||
//static void IntToDisplayMode(int in, EDisplayMode& mode);
|
||||
//UFUNCTION(BlueprintPure, Category = "Settings Video|Display Mode")
|
||||
//static void DisplayModeToInt(EDisplayMode mode, int& out);
|
||||
//UFUNCTION(BlueprintPure, Category = "Settings Video|Display Mode")
|
||||
//static void GetCurrentDisplayMode(EDisplayMode& mode);
|
||||
//UFUNCTION(BlueprintCallable, Category = "Settings Video|Display Mode")
|
||||
//static void SetDisplayMode(EDisplayMode mode);
|
||||
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user