Download LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Gamepad.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_SupportsGamepad, "Platform.Trait.Input.SupportsGamepad"); | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_SupportsTriggerHaptics, "Platform.Trait.Input.SupportsTriggerHaptics"); | |
| UGameSettingCollection* ULyraGameSettingRegistry::InitializeGamepadSettings(ULyraLocalPlayer* InLocalPlayer) | |
| { | |
| UGameSettingCollection* Screen = NewObject<UGameSettingCollection>(); | |
| Screen->SetDevName(TEXT("GamepadCollection")); | |
| Screen->SetDisplayName(LOCTEXT("GamepadCollection_Name", "Gamepad")); | |
| Screen->Initialize(InLocalPlayer); | |
| // Hardware | |
| //////////////////////////////////////////////////////////////////////////////////// | |
| { | |
| UGameSettingCollection* Hardware = NewObject<UGameSettingCollection>(); | |
| Hardware->SetDevName(TEXT("HardwareCollection")); | |
| Hardware->SetDisplayName(LOCTEXT("HardwareCollection_Name", "Hardware")); | |
| Screen->AddSetting(Hardware); | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic* Setting = NewObject<UGameSettingValueDiscreteDynamic>(); | |
| Setting->SetDevName(TEXT("ControllerHardware")); | |
| Setting->SetDisplayName(LOCTEXT("ControllerHardware_Name", "Controller Hardware")); | |
| Setting->SetDescriptionRichText(LOCTEXT("ControllerHardware_Description", "The type of controller you're using.")); | |
| Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetControllerPlatform)); | |
| Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetControllerPlatform)); | |
| if (UCommonInputPlatformSettings* PlatformInputSettings = UPlatformSettingsManager::Get().GetSettingsForPlatform<UCommonInputPlatformSettings>()) | |
| { | |
| const TArray<TSoftClassPtr<UCommonInputBaseControllerData>>& ControllerDatas = PlatformInputSettings->GetControllerData(); | |
| for (TSoftClassPtr<UCommonInputBaseControllerData> ControllerDataPtr : ControllerDatas) | |
| { | |
| if (TSubclassOf<UCommonInputBaseControllerData> ControllerDataClass = ControllerDataPtr.LoadSynchronous()) | |
| { | |
| const UCommonInputBaseControllerData* ControllerData = ControllerDataClass.GetDefaultObject(); | |
| if (ControllerData->InputType == ECommonInputType::Gamepad) | |
| { | |
| Setting->AddDynamicOption(ControllerData->GamepadName.ToString(), ControllerData->GamepadDisplayName); | |
| } | |
| } | |
| } | |
| // Add the setting if we can select more than one game controller type on this platform | |
| // and we are allowed to change it | |
| if (Setting->GetDynamicOptions().Num() > 1 && PlatformInputSettings->CanChangeGamepadType()) | |
| { | |
| Hardware->AddSetting(Setting); | |
| const FName CurrentControllerPlatform = GetDefault<ULyraSettingsLocal>()->GetControllerPlatform(); | |
| if (CurrentControllerPlatform == NAME_None) | |
| { | |
| Setting->SetDiscreteOptionByIndex(0); | |
| } | |
| else | |
| { | |
| Setting->SetDefaultValueFromString(CurrentControllerPlatform.ToString()); | |
| } | |
| } | |
| } | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>(); | |
| Setting->SetDevName(TEXT("GamepadVibration")); | |
| Setting->SetDisplayName(LOCTEXT("GamepadVibration_Name", "Vibration")); | |
| Setting->SetDescriptionRichText(LOCTEXT("GamepadVibration_Description", "Turns controller vibration on/off.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetForceFeedbackEnabled)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetForceFeedbackEnabled)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetForceFeedbackEnabled()); | |
| Hardware->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>(); | |
| Setting->SetDevName(TEXT("InvertVerticalAxis_Gamepad")); | |
| Setting->SetDisplayName(LOCTEXT("InvertVerticalAxis_Gamepad_Name", "Invert Vertical Axis")); | |
| Setting->SetDescriptionRichText(LOCTEXT("InvertVerticalAxis_Gamepad_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()); | |
| Hardware->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>(); | |
| Setting->SetDevName(TEXT("InvertHorizontalAxis_Gamepad")); | |
| Setting->SetDisplayName(LOCTEXT("InvertHorizontalAxis_Gamepad_Name", "Invert Horizontal Axis")); | |
| Setting->SetDescriptionRichText(LOCTEXT("InvertHorizontalAxis_Gamepad_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()); | |
| Hardware->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| } | |
| //////////////////////////////////////////////////////////////////////////////////// | |
| { | |
| UGameSettingCollection* GamepadBinding = NewObject<UGameSettingCollection>(); | |
| GamepadBinding->SetDevName(TEXT("GamepadBindingCollection")); | |
| GamepadBinding->SetDisplayName(LOCTEXT("GamepadBindingCollection_Name", "Controls")); | |
| Screen->AddSetting(GamepadBinding); | |
| } | |
| // Basic - Look Sensitivity | |
| //////////////////////////////////////////////////////////////////////////////////// | |
| { | |
| UGameSettingCollection* BasicSensitivity = NewObject<UGameSettingCollection>(); | |
| BasicSensitivity->SetDevName(TEXT("BasicSensitivityCollection")); | |
| BasicSensitivity->SetDisplayName(LOCTEXT("BasicSensitivityCollection_Name", "Sensitivity")); | |
| Screen->AddSetting(BasicSensitivity); | |
| const FText EGamepadSensitivityText[] = { | |
| FText::GetEmpty(), | |
| LOCTEXT("EFortGamepadSensitivity_Slow", "1 (Slow)"), | |
| LOCTEXT("EFortGamepadSensitivity_SlowPlus", "2 (Slow+)"), | |
| LOCTEXT("EFortGamepadSensitivity_SlowPlusPlus", "3 (Slow++)"), | |
| LOCTEXT("EFortGamepadSensitivity_Normal", "4 (Normal)"), | |
| LOCTEXT("EFortGamepadSensitivity_NormalPlus", "5 (Normal+)"), | |
| LOCTEXT("EFortGamepadSensitivity_NormalPlusPlus", "6 (Normal++)"), | |
| LOCTEXT("EFortGamepadSensitivity_Fast", "7 (Fast)"), | |
| LOCTEXT("EFortGamepadSensitivity_FastPlus", "8 (Fast+)"), | |
| LOCTEXT("EFortGamepadSensitivity_FastPlusPlus", "9 (Fast++)"), | |
| LOCTEXT("EFortGamepadSensitivity_Insane", "10 (Insane)"), | |
| }; | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject<UGameSettingValueDiscreteDynamic_Enum>(); | |
| Setting->SetDevName(TEXT("LookSensitivityPreset")); | |
| Setting->SetDisplayName(LOCTEXT("LookSensitivityPreset_Name", "Look Sensitivity")); | |
| Setting->SetDescriptionRichText(LOCTEXT("LookSensitivityPreset_Description", "How quickly your view rotates.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadLookSensitivityPreset)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetLookSensitivityPreset)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetGamepadLookSensitivityPreset()); | |
| for (int32 PresetIndex = 1; PresetIndex < (int32)ELyraGamepadSensitivity::MAX; PresetIndex++) | |
| { | |
| Setting->AddEnumOption(static_cast<ELyraGamepadSensitivity>(PresetIndex), EGamepadSensitivityText[PresetIndex]); | |
| } | |
| BasicSensitivity->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject<UGameSettingValueDiscreteDynamic_Enum>(); | |
| Setting->SetDevName(TEXT("LookSensitivityPresetAds")); | |
| Setting->SetDisplayName(LOCTEXT("LookSensitivityPresetAds_Name", "Aim Sensitivity (ADS)")); | |
| Setting->SetDescriptionRichText(LOCTEXT("LookSensitivityPresetAds_Description", "How quickly your view rotates while aiming down sights (ADS).")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadTargetingSensitivityPreset)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetGamepadTargetingSensitivityPreset)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetGamepadTargetingSensitivityPreset()); | |
| for (int32 PresetIndex = 1; PresetIndex < (int32)ELyraGamepadSensitivity::MAX; PresetIndex++) | |
| { | |
| Setting->AddEnumOption(static_cast<ELyraGamepadSensitivity>(PresetIndex), EGamepadSensitivityText[PresetIndex]); | |
| } | |
| BasicSensitivity->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| } | |
| // Dead Zone | |
| //////////////////////////////////////////////////////////////////////////////////// | |
| { | |
| UGameSettingCollection* DeadZone = NewObject<UGameSettingCollection>(); | |
| DeadZone->SetDevName(TEXT("DeadZoneCollection")); | |
| DeadZone->SetDisplayName(LOCTEXT("DeadZoneCollection_Name", "Controller DeadZone")); | |
| Screen->AddSetting(DeadZone); | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>(); | |
| Setting->SetDevName(TEXT("MoveStickDeadZone")); | |
| Setting->SetDisplayName(LOCTEXT("MoveStickDeadZone_Name", "Left Stick DeadZone")); | |
| Setting->SetDescriptionRichText(LOCTEXT("MoveStickDeadZone_Description", "Increase or decrease the area surrounding the stick that we ignore input from. Setting this value too low may result in the character continuing to move even after removing your finger from the stick.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadMoveStickDeadZone)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetGamepadMoveStickDeadZone)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetGamepadMoveStickDeadZone()); | |
| Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); | |
| Setting->SetMinimumLimit(0.05); | |
| Setting->SetMaximumLimit(0.95); | |
| DeadZone->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| { | |
| UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>(); | |
| Setting->SetDevName(TEXT("LookStickDeadZone")); | |
| Setting->SetDisplayName(LOCTEXT("LookStickDeadZone_Name", "Right Stick DeadZone")); | |
| Setting->SetDescriptionRichText(LOCTEXT("LookStickDeadZone_Description", "Increase or decrease the area surrounding the stick that we ignore input from. Setting this value too low may result in the camera continuing to move even after removing your finger from the stick.")); | |
| Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadLookStickDeadZone)); | |
| Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetGamepadLookStickDeadZone)); | |
| Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetGamepadLookStickDeadZone()); | |
| Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); | |
| Setting->SetMinimumLimit(0.05); | |
| Setting->SetMaximumLimit(0.95); | |
| DeadZone->AddSetting(Setting); | |
| } | |
| //---------------------------------------------------------------------------------- | |
| } | |
| return Screen; | |
| } | |