Menu #8

Merged
oleg.petruny merged 9 commits from Menu into master 2025-01-13 18:54:47 +00:00
6 changed files with 478 additions and 84 deletions
Showing only changes of commit 07f34a7c6b - Show all commits

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@ -105,6 +105,38 @@ FWorldDilationChangedDelegate& UCommonFunctions::GetWorldDilationChangedDelegate
return SlowMotion::worldDilationChangedDelegate;
}
FString UCommonFunctions::IntPointToString(const FIntPoint& in)
{
FString result = FString::Printf(TEXT("%sx%s"), *FString::FromInt(in.X), *FString::FromInt(in.Y));
return MoveTemp(result);
}
FIntPoint UCommonFunctions::StringToIntPoint(const FString& in)
{
FIntPoint result;
const FRegexPattern rgxP(FRegexPattern(TEXT("[0-9]+")));
FRegexMatcher rgx = FRegexMatcher(rgxP, in);
if(rgx.FindNext())
result.X = FCString::Atoi(*in.Mid(rgx.GetMatchBeginning(), rgx.GetMatchEnding() - rgx.GetMatchBeginning()));
if(rgx.FindNext())
result.Y = FCString::Atoi(*in.Mid(rgx.GetMatchBeginning(), rgx.GetMatchEnding() - rgx.GetMatchBeginning()));
return MoveTemp(result);
}
int32 UCommonFunctions::GreatestCommonDivisor(int32 a, int32 b)
{
int32 temp;
while(b != 0)
{
temp = b;
b = a % b;
a = temp;
}
return a;
}
void UCommonFunctions::SlowMotionTick()
{
const UWorld* world = UCustomGameInstance::Get()->GetWorld();

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@ -44,6 +44,18 @@ public:
UFUNCTION(BlueprintPure, Category = TypeCasts)
static FString IntPointToString(const FIntPoint& in);
UFUNCTION(BlueprintPure, Category = TypeCasts)
static FIntPoint StringToIntPoint(const FString& in);
UFUNCTION(BlueprintPure, Category = Math)
static int32 GreatestCommonDivisor(int32 a, int32 b);
UFUNCTION(BlueprintPure)
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
bUseMotionBlur = false;
bShowFps = false;
/** Game */
fMouseSensetivity = GetDefaultMouseSensetivity();
bMouseInverted = GetDefaultMouseInverted();
/** Audio */
fMasterVolume = GetDefaultMasterVolume();
fMusicVolume = GetDefaultMusicVolume();
fEffectsVolume = GetDefaultEffectsVolume();
fVoicesVolume = GetDefaultVoicesVolume();
fMenuVolume = GetDefaultMenuVolume();
/** Game */
fMouseSensetivity = GetDefaultMouseSensetivity();
bMouseInverted = GetDefaultMouseInverted();
}
UCustomGameSettings* UCustomGameSettings::Get()
@ -42,45 +42,24 @@ UCustomGameSettings* UCustomGameSettings::Get()
/** Game */
float UCustomGameSettings::GetDefaultMouseSensetivity() const
{
return fDefaultMouseSensetivity;
}
float UCustomGameSettings::GetMouseSensetivity() const
{
return fMouseSensetivity;
}
void UCustomGameSettings::SetMouseSensetivity(float value)
{
fMouseSensetivity = FMath::Clamp(value, 0.1f, 2.0f);
}
bool UCustomGameSettings::GetDefaultMouseInverted() const
{
return bDefaultMouseInverted;
}
/** Audio */
float UCustomGameSettings::GetDefaultMasterVolume() const
inline float UCustomGameSettings::GetDefaultMasterVolume() const
{
return fDefaultMasterVolume;
}
float UCustomGameSettings::GetDefaultMusicVolume() const
inline float UCustomGameSettings::GetDefaultMusicVolume() const
{
return fDefaultMusicVolume;
}
float UCustomGameSettings::GetDefaultEffectsVolume() const
inline float UCustomGameSettings::GetDefaultEffectsVolume() const
{
return fDefaultEffectsVolume;
}
float UCustomGameSettings::GetDefaultVoicesVolume() const
inline float UCustomGameSettings::GetDefaultVoicesVolume() const
{
return fDefaultVoicesVolume;
}
float UCustomGameSettings::GetDefaultMenuVolume() const
inline float UCustomGameSettings::GetDefaultMenuVolume() const
{
return fDefaultMenuVolume;
}
@ -126,3 +105,22 @@ void UCustomGameSettings::SetMenuVolume(float value)
{
fMenuVolume = FMath::Clamp(value, 0.0f, 1.0f);
}
/** Game */
inline float UCustomGameSettings::GetDefaultMouseSensetivity() const
{
return fDefaultMouseSensetivity;
}
float UCustomGameSettings::GetMouseSensetivity() const
{
return fMouseSensetivity;
}
void UCustomGameSettings::SetMouseSensetivity(float value)
{
fMouseSensetivity = FMath::Clamp(value, 0.1f, 2.0f);
}
inline bool UCustomGameSettings::GetDefaultMouseInverted() const
{
return bDefaultMouseInverted;
}

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@ -23,7 +23,7 @@ public:
static UCustomGameSettings* Get();
/** Graphics */
UPROPERTY(Config, BlueprintReadWrite)
bool bUseMotionBlur;
@ -32,40 +32,20 @@ public:
/** Game */
UFUNCTION(BlueprintPure, Category = Settings)
float GetDefaultMouseSensetivity() const;
/** Returns mouse sensetivity multiplier in [0.1 - 2.0] */
UFUNCTION(BlueprintPure, Category = Settings)
float GetMouseSensetivity() const;
/**
* Sets mouse sensetivity multiplier
* @param value [0.1 - 2.0]
*/
UFUNCTION(BlueprintCallable, Category = Settings)
void SetMouseSensetivity(float value);
UFUNCTION(BlueprintPure, Category = Settings)
bool GetDefaultMouseInverted() const;
UPROPERTY(Config, BlueprintReadWrite)
bool bMouseInverted;
/**
* Audio
* All values are clamped in [0.0 - 1.0]
*/
UFUNCTION(BlueprintPure, Category = Settings)
float GetDefaultMasterVolume() const; // UFUNCTION doesn't support constexpr functions
LOST_EDGE_API inline float GetDefaultMasterVolume() const; // UFUNCTION doesn't support constexpr functions
UFUNCTION(BlueprintPure, Category = Settings)
float GetDefaultMusicVolume() const; // UFUNCTION doesn't support constexpr functions
LOST_EDGE_API inline float GetDefaultMusicVolume() const; // UFUNCTION doesn't support constexpr functions
UFUNCTION(BlueprintPure, Category = Settings)
float GetDefaultEffectsVolume() const; // UFUNCTION doesn't support constexpr functions
LOST_EDGE_API inline float GetDefaultEffectsVolume() const; // UFUNCTION doesn't support constexpr functions
UFUNCTION(BlueprintPure, Category = Settings)
float GetDefaultVoicesVolume() const; // UFUNCTION doesn't support constexpr functions
LOST_EDGE_API inline float GetDefaultVoicesVolume() const; // UFUNCTION doesn't support constexpr functions
UFUNCTION(BlueprintPure, Category = Settings)
float GetDefaultMenuVolume() const; // UFUNCTION doesn't support constexpr functions
LOST_EDGE_API inline float GetDefaultMenuVolume() const; // UFUNCTION doesn't support constexpr functions
UFUNCTION(BlueprintPure, Category = Settings)
float GetMasterVolume() const;
@ -89,6 +69,28 @@ public:
UFUNCTION(BlueprintCallable, Category = Settings)
void SetMenuVolume(float value);
/** Game */
UFUNCTION(BlueprintPure, Category = Settings)
LOST_EDGE_API inline float GetDefaultMouseSensetivity() const;
/** Returns mouse sensetivity multiplier in [0.1 - 2.0] */
UFUNCTION(BlueprintPure, Category = Settings)
float GetMouseSensetivity() const;
/**
* Sets mouse sensetivity multiplier
* @param value [0.1 - 2.0]
*/
UFUNCTION(BlueprintCallable, Category = Settings)
void SetMouseSensetivity(float value);
UFUNCTION(BlueprintPure, Category = Settings)
LOST_EDGE_API inline bool GetDefaultMouseInverted() const;
UPROPERTY(Config, BlueprintReadWrite)
bool bMouseInverted;
protected:
UPROPERTY(Config)
float fMouseSensetivity;

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@ -4,34 +4,294 @@
#include "GenericPlatform/GenericApplication.h"
#include "CommonFunctions.h"
#include "CustomGameSettings.h"
namespace
{
const FIntPoint ipDefaultWindowPosition = { 0, 0 };
constexpr int32 iDefaultMonitorId = 0;
const FIntPoint ipDefaultResolution = { 1920, 1080 };
constexpr float fDefaultResolutionScale = 1.0f;
constexpr int32 iDefaultFrameRateLimit = 120;
}
FIntPoint UGraphicsSettingsHelper::GetDefaultWindowPosition([[maybe_unused]] UCustomGameSettings* settings)
{
return ipDefaultWindowPosition;
}
FIntPoint UGraphicsSettingsHelper::GetWindowPosition([[maybe_unused]] UCustomGameSettings* settings)
{
if(GEngine && GEngine->GameViewport)
{
if(auto window = GEngine->GameViewport->GetWindow())
{
auto pos = window->GetPositionInScreen();
return { (int32)pos.X, (int32)pos.Y };
}
}
return GetDefaultWindowPosition(settings);
}
void UGraphicsSettingsHelper::SetWindowPosition([[maybe_unused]] UCustomGameSettings* settings, const FIntPoint& pos)
{
if(settings && GEngine && GEngine->GameViewport)
{
if(auto window = GEngine->GameViewport->GetWindow())
{
window->MoveWindowTo(pos);
settings->SetWindowPosition(pos.X, pos.Y);
}
}
return;
}
int32 UGraphicsSettingsHelper::GetDefaultMonitorId([[maybe_unused]] UCustomGameSettings* settings)
{
return iDefaultMonitorId;
}
int32 UGraphicsSettingsHelper::GetMonitorId([[maybe_unused]] UCustomGameSettings* settings)
{
int32 currentWidth = 0;
if(GEngine && GEngine->GameViewport)
currentWidth = GEngine->GameViewport->GetWindow()->GetPositionInScreen().X;
auto monitors = GetAvailableMonitors();
int32 i = 0;
for(; i < monitors.Num(); ++i)
{
if(currentWidth <= monitors[i].NativeWidth)
return i;
else
currentWidth -= monitors[i].NativeWidth;
}
return GetDefaultMonitorId(settings);
}
int32 UGraphicsSettingsHelper::GetPrimaryMonitorId()
{
FDisplayMetrics FDM;
FDisplayMetrics::GetMonitorsInfo(FDM);
TArray<FMonitorInfo> buffer;
for(const FMonitorInfo& i : FDM.MonitorInfo)
{
buffer.Add(FMonitorInfo(i.Name, i.ID, i.NativeWidth, i.NativeHeight,
FPlatformRectangle(i.DisplayRect.Left, i.DisplayRect.Top, i.DisplayRect.Right, i.DisplayRect.Bottom),
FPlatformRectangle(i.WorkArea.Left, i.WorkArea.Top, i.WorkArea.Right, i.WorkArea.Bottom),
i.bIsPrimary, i.DPI));
}
monitors = buffer;
TArray<FMonitorInfo> monitors = GetAvailableMonitors();
for(int i = 0; i < monitors.Num(); i++)
auto monitors = GetAvailableMonitors();
for(int32 i = 0; i < monitors.Num(); i++)
if(monitors[i].bIsPrimary)
return i;
return GetDefaultMonitorId(nullptr);
}
int32 UGraphicsSettingsHelper::GetCurrentMonitorId()
TArray<FString> UGraphicsSettingsHelper::GetAvailableMonitorsNames()
{
return int32();
TArray<FString> names;
auto monitors = GetAvailableMonitors();
for(auto& m : monitors)
names.Add(m.ID);
return MoveTemp(names);
}
//TArray<FMonitorInfo> UGraphicsSettingsHelper::GetAvailableMonitors()
//{
// return TArray<FMonitorInfo>();
//}
TArray<FMonitorInfo> UGraphicsSettingsHelper::GetAvailableMonitors()
{
FDisplayMetrics FDM;
FDisplayMetrics::RebuildDisplayMetrics(FDM);
return MoveTemp(FDM.MonitorInfo);
}
void UGraphicsSettingsHelper::SetMonitor(UCustomGameSettings* settings, const int32 id)
{
auto monitors = GetAvailableMonitors();
if(id >= monitors.Num())
return;
int32 windowNewX = 0.0f;
for(int32 i = 0; i < id; ++i)
windowNewX += monitors[i].NativeWidth;
FIntPoint currentRes = GEngine->GameViewport->Viewport->GetSizeXY();
FIntPoint nativeRes = FIntPoint{ monitors[id].NativeWidth, monitors[id].NativeHeight };
SetWindowPosition(settings, FIntPoint{
(nativeRes.X - currentRes.X) / 2 + windowNewX,
(nativeRes.Y - currentRes.Y) / 2
});
}
FIntPoint UGraphicsSettingsHelper::GetDefaultResolution([[maybe_unused]] UCustomGameSettings* settings)
{
return ipDefaultResolution;
}
FIntPoint UGraphicsSettingsHelper::GetResolution([[maybe_unused]] UCustomGameSettings* settings)
{
if(GEngine
&& GEngine->GameViewport
&& GEngine->GameViewport->Viewport)
return GEngine->GameViewport->Viewport->GetSizeXY();
return GetNativeResolutionByMonitorId(GetMonitorId(settings));
}
FIntPoint UGraphicsSettingsHelper::GetNativeResolutionByMonitorId(const int32 id)
{
auto monitors = GetAvailableMonitors();
if(id < monitors.Num())
return { monitors[id].NativeWidth, monitors[id].NativeHeight };
return GetDefaultResolution(nullptr);
}
TArray<FResolutionAndRefreshRates> UGraphicsSettingsHelper::GetAllAvailableResolutionsAndRefreshRates()
{
TArray<FScreenResolutionRHI> buffer;
if(!RHIGetAvailableResolutions(buffer, false) || buffer.Num() == 0)
return { {GetResolution(nullptr), {GetDefaultFrameRateLimit(nullptr)}} };
TArray<FResolutionAndRefreshRates> result = {};
int32 lastWidth = 0;
int32 lastHeight = 0;
for(auto& i : buffer)
{
if(lastWidth != i.Width || lastHeight != i.Height)
{
result.Add({ {static_cast<int32>(i.Width), static_cast<int32>(i.Height)}, {static_cast<int32>(i.RefreshRate)} });
lastHeight = i.Height;
lastWidth = i.Width;
}
else
{
result[result.Num() - 1].refreshRates.Add(static_cast<int32>(i.RefreshRate));
}
}
return MoveTemp(result);
}
TArray<FIntPoint> UGraphicsSettingsHelper::GetAllAvailableResolutions()
{
TArray<FScreenResolutionRHI> buffer;
if(!RHIGetAvailableResolutions(buffer, false) || buffer.Num() == 0)
return { {GetResolution(nullptr), {GetDefaultFrameRateLimit(nullptr)}} };
TArray<FIntPoint> result;
int32 lastWidth = 0;
int32 lastHeight = 0;
for(auto& i : buffer)
{
if(lastWidth != i.Width || lastHeight != i.Height)
{
result.Add({ static_cast<int32>(i.Width), static_cast<int32>(i.Height) });
lastHeight = i.Height;
lastWidth = i.Width;
}
}
return MoveTemp(result);
}
TArray<FIntPoint> UGraphicsSettingsHelper::GetAvailableResolutionsByMonitorId(const int32 id)
{
TArray<FIntPoint> result;
FIntPoint nativeRes = GetNativeResolutionByMonitorId(id);
for(auto& i : GetAllAvailableResolutions())
{
if(i.X > nativeRes.X && i.Y > nativeRes.Y)
continue;
result.Add(i);
}
return MoveTemp(result);
}
TArray<FIntPoint> UGraphicsSettingsHelper::FilterResolutionsViaAspectRatio(const TArray<FIntPoint>& resolutions, const FIntPoint& aspectRatio)
{
TArray<FIntPoint> result;
for(FIntPoint i : resolutions)
if(i.X % aspectRatio.X == 0 && i.Y % aspectRatio.Y == 0)
result.Add(i);
return MoveTemp(result);
}
void UGraphicsSettingsHelper::SetResolution(UCustomGameSettings* settings, const FIntPoint& resolution)
{
if(!settings)
return;
settings->bUseDynamicResolution = true;
settings->SetScreenResolution(resolution);
}
float UGraphicsSettingsHelper::GetDefaultResolutionScale([[maybe_unused]] UCustomGameSettings* settings)
{
return fDefaultResolutionScale;
}
float UGraphicsSettingsHelper::GetResolutionScale([[maybe_unused]] UCustomGameSettings* settings)
{
if(auto settings = UCustomGameSettings::Get())
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)
{}

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@ -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);
};