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12.7 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| struct FFrame; | |
| UENUM(BlueprintType) | |
| enum class EColorBlindMode : uint8 | |
| { | |
| Off, | |
| // Deuteranope (green weak/blind) | |
| Deuteranope, | |
| // Protanope (red weak/blind) | |
| Protanope, | |
| // Tritanope(blue weak / bind) | |
| Tritanope | |
| }; | |
| UENUM(BlueprintType) | |
| enum class ELyraAllowBackgroundAudioSetting : uint8 | |
| { | |
| Off, | |
| AllSounds, | |
| Num UMETA(Hidden), | |
| }; | |
| UENUM(BlueprintType) | |
| enum class ELyraGamepadSensitivity : uint8 | |
| { | |
| Invalid = 0 UMETA(Hidden), | |
| Slow UMETA(DisplayName = "01 - Slow"), | |
| SlowPlus UMETA(DisplayName = "02 - Slow+"), | |
| SlowPlusPlus UMETA(DisplayName = "03 - Slow++"), | |
| Normal UMETA(DisplayName = "04 - Normal"), | |
| NormalPlus UMETA(DisplayName = "05 - Normal+"), | |
| NormalPlusPlus UMETA(DisplayName = "06 - Normal++"), | |
| Fast UMETA(DisplayName = "07 - Fast"), | |
| FastPlus UMETA(DisplayName = "08 - Fast+"), | |
| FastPlusPlus UMETA(DisplayName = "09 - Fast++"), | |
| Insane UMETA(DisplayName = "10 - Insane"), | |
| MAX UMETA(Hidden), | |
| }; | |
| class ULyraLocalPlayer; | |
| /** | |
| * ULyraSettingsShared - The "Shared" settings are stored as part of the USaveGame system, these settings are not machine | |
| * specific like the local settings, and are safe to store in the cloud - and 'share' them. Using the save game system | |
| * we can also store settings per player, so things like controller keybind preferences should go here, because if those | |
| * are stored in the local settings all users would get them. | |
| * | |
| */ | |
| UCLASS() | |
| class ULyraSettingsShared : public ULocalPlayerSaveGame | |
| { | |
| GENERATED_BODY() | |
| public: | |
| DECLARE_EVENT_OneParam(ULyraSettingsShared, FOnSettingChangedEvent, ULyraSettingsShared* Settings); | |
| FOnSettingChangedEvent OnSettingChanged; | |
| public: | |
| ULyraSettingsShared(); | |
| //~ULocalPlayerSaveGame interface | |
| int32 GetLatestDataVersion() const override; | |
| //~End of ULocalPlayerSaveGame interface | |
| bool IsDirty() const { return bIsDirty; } | |
| void ClearDirtyFlag() { bIsDirty = false; } | |
| /** Creates a temporary settings object, this will be replaced by one loaded from the user's save game */ | |
| static ULyraSettingsShared* CreateTemporarySettings(const ULyraLocalPlayer* LocalPlayer); | |
| /** Synchronously loads a settings object, this is not valid to call before login */ | |
| static ULyraSettingsShared* LoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer); | |
| DECLARE_DELEGATE_OneParam(FOnSettingsLoadedEvent, ULyraSettingsShared* Settings); | |
| /** Starts an async load of the settings object, calls Delegate on completion */ | |
| static bool AsyncLoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer, FOnSettingsLoadedEvent Delegate); | |
| /** Saves the settings to disk */ | |
| void SaveSettings(); | |
| /** Applies the current settings to the player */ | |
| void ApplySettings(); | |
| public: | |
| //////////////////////////////////////////////////////// | |
| // Color Blind Options | |
| UFUNCTION() | |
| EColorBlindMode GetColorBlindMode() const; | |
| UFUNCTION() | |
| void SetColorBlindMode(EColorBlindMode InMode); | |
| UFUNCTION() | |
| int32 GetColorBlindStrength() const; | |
| UFUNCTION() | |
| void SetColorBlindStrength(int32 InColorBlindStrength); | |
| private: | |
| UPROPERTY() | |
| EColorBlindMode ColorBlindMode = EColorBlindMode::Off; | |
| UPROPERTY() | |
| int32 ColorBlindStrength = 10; | |
| //////////////////////////////////////////////////////// | |
| // Gamepad Vibration | |
| public: | |
| UFUNCTION() | |
| bool GetForceFeedbackEnabled() const { return bForceFeedbackEnabled; } | |
| UFUNCTION() | |
| void SetForceFeedbackEnabled(const bool NewValue) { ChangeValueAndDirty(bForceFeedbackEnabled, NewValue); } | |
| private: | |
| /** Is force feedback enabled when a controller is being used? */ | |
| UPROPERTY() | |
| bool bForceFeedbackEnabled = true; | |
| //////////////////////////////////////////////////////// | |
| // Gamepad Deadzone | |
| public: | |
| /** Getter for gamepad move stick dead zone value. */ | |
| UFUNCTION() | |
| float GetGamepadMoveStickDeadZone() const { return GamepadMoveStickDeadZone; } | |
| /** Setter for gamepad move stick dead zone value. */ | |
| UFUNCTION() | |
| void SetGamepadMoveStickDeadZone(const float NewValue) { ChangeValueAndDirty(GamepadMoveStickDeadZone, NewValue); } | |
| /** Getter for gamepad look stick dead zone value. */ | |
| UFUNCTION() | |
| float GetGamepadLookStickDeadZone() const { return GamepadLookStickDeadZone; } | |
| /** Setter for gamepad look stick dead zone value. */ | |
| UFUNCTION() | |
| void SetGamepadLookStickDeadZone(const float NewValue) { ChangeValueAndDirty(GamepadLookStickDeadZone, NewValue); } | |
| private: | |
| /** Holds the gamepad move stick dead zone value. */ | |
| UPROPERTY() | |
| float GamepadMoveStickDeadZone; | |
| /** Holds the gamepad look stick dead zone value. */ | |
| UPROPERTY() | |
| float GamepadLookStickDeadZone; | |
| //////////////////////////////////////////////////////// | |
| // Gamepad Trigger Haptics | |
| public: | |
| UFUNCTION() | |
| bool GetTriggerHapticsEnabled() const { return bTriggerHapticsEnabled; } | |
| UFUNCTION() | |
| void SetTriggerHapticsEnabled(const bool NewValue) { ChangeValueAndDirty(bTriggerHapticsEnabled, NewValue); } | |
| UFUNCTION() | |
| bool GetTriggerPullUsesHapticThreshold() const { return bTriggerPullUsesHapticThreshold; } | |
| UFUNCTION() | |
| void SetTriggerPullUsesHapticThreshold(const bool NewValue) { ChangeValueAndDirty(bTriggerPullUsesHapticThreshold, NewValue); } | |
| UFUNCTION() | |
| uint8 GetTriggerHapticStrength() const { return TriggerHapticStrength; } | |
| UFUNCTION() | |
| void SetTriggerHapticStrength(const uint8 NewValue) { ChangeValueAndDirty(TriggerHapticStrength, NewValue); } | |
| UFUNCTION() | |
| uint8 GetTriggerHapticStartPosition() const { return TriggerHapticStartPosition; } | |
| UFUNCTION() | |
| void SetTriggerHapticStartPosition(const uint8 NewValue) { ChangeValueAndDirty(TriggerHapticStartPosition, NewValue); } | |
| private: | |
| /** Are trigger haptics enabled? */ | |
| UPROPERTY() | |
| bool bTriggerHapticsEnabled = false; | |
| /** Does the game use the haptic feedback as its threshold for judging button presses? */ | |
| UPROPERTY() | |
| bool bTriggerPullUsesHapticThreshold = true; | |
| /** The strength of the trigger haptic effects. */ | |
| UPROPERTY() | |
| uint8 TriggerHapticStrength = 8; | |
| /** The start position of the trigger haptic effects */ | |
| UPROPERTY() | |
| uint8 TriggerHapticStartPosition = 0; | |
| //////////////////////////////////////////////////////// | |
| // Subtitles | |
| public: | |
| UFUNCTION() | |
| bool GetSubtitlesEnabled() const { return bEnableSubtitles; } | |
| UFUNCTION() | |
| void SetSubtitlesEnabled(bool Value) { ChangeValueAndDirty(bEnableSubtitles, Value); } | |
| UFUNCTION() | |
| ESubtitleDisplayTextSize GetSubtitlesTextSize() const { return SubtitleTextSize; } | |
| UFUNCTION() | |
| void SetSubtitlesTextSize(ESubtitleDisplayTextSize Value) { ChangeValueAndDirty(SubtitleTextSize, Value); ApplySubtitleOptions(); } | |
| UFUNCTION() | |
| ESubtitleDisplayTextColor GetSubtitlesTextColor() const { return SubtitleTextColor; } | |
| UFUNCTION() | |
| void SetSubtitlesTextColor(ESubtitleDisplayTextColor Value) { ChangeValueAndDirty(SubtitleTextColor, Value); ApplySubtitleOptions(); } | |
| UFUNCTION() | |
| ESubtitleDisplayTextBorder GetSubtitlesTextBorder() const { return SubtitleTextBorder; } | |
| UFUNCTION() | |
| void SetSubtitlesTextBorder(ESubtitleDisplayTextBorder Value) { ChangeValueAndDirty(SubtitleTextBorder, Value); ApplySubtitleOptions(); } | |
| UFUNCTION() | |
| ESubtitleDisplayBackgroundOpacity GetSubtitlesBackgroundOpacity() const { return SubtitleBackgroundOpacity; } | |
| UFUNCTION() | |
| void SetSubtitlesBackgroundOpacity(ESubtitleDisplayBackgroundOpacity Value) { ChangeValueAndDirty(SubtitleBackgroundOpacity, Value); ApplySubtitleOptions(); } | |
| void ApplySubtitleOptions(); | |
| private: | |
| UPROPERTY() | |
| bool bEnableSubtitles = true; | |
| UPROPERTY() | |
| ESubtitleDisplayTextSize SubtitleTextSize = ESubtitleDisplayTextSize::Medium; | |
| UPROPERTY() | |
| ESubtitleDisplayTextColor SubtitleTextColor = ESubtitleDisplayTextColor::White; | |
| UPROPERTY() | |
| ESubtitleDisplayTextBorder SubtitleTextBorder = ESubtitleDisplayTextBorder::None; | |
| UPROPERTY() | |
| ESubtitleDisplayBackgroundOpacity SubtitleBackgroundOpacity = ESubtitleDisplayBackgroundOpacity::Medium; | |
| //////////////////////////////////////////////////////// | |
| // Shared audio settings | |
| public: | |
| UFUNCTION() | |
| ELyraAllowBackgroundAudioSetting GetAllowAudioInBackgroundSetting() const { return AllowAudioInBackground; } | |
| UFUNCTION() | |
| void SetAllowAudioInBackgroundSetting(ELyraAllowBackgroundAudioSetting NewValue); | |
| void ApplyBackgroundAudioSettings(); | |
| private: | |
| UPROPERTY() | |
| ELyraAllowBackgroundAudioSetting AllowAudioInBackground = ELyraAllowBackgroundAudioSetting::Off; | |
| //////////////////////////////////////////////////////// | |
| // Culture / language | |
| public: | |
| /** Gets the pending culture */ | |
| const FString& GetPendingCulture() const; | |
| /** Sets the pending culture to apply */ | |
| void SetPendingCulture(const FString& NewCulture); | |
| // Called when the culture changes. | |
| void OnCultureChanged(); | |
| /** Clears the pending culture to apply */ | |
| void ClearPendingCulture(); | |
| bool IsUsingDefaultCulture() const; | |
| void ResetToDefaultCulture(); | |
| bool ShouldResetToDefaultCulture() const { return bResetToDefaultCulture; } | |
| void ApplyCultureSettings(); | |
| void ResetCultureToCurrentSettings(); | |
| private: | |
| /** The pending culture to apply */ | |
| UPROPERTY(Transient) | |
| FString PendingCulture; | |
| /* If true, resets the culture to default. */ | |
| bool bResetToDefaultCulture = false; | |
| //////////////////////////////////////////////////////// | |
| // Gamepad Sensitivity | |
| public: | |
| UFUNCTION() | |
| double GetMouseSensitivityX() const { return MouseSensitivityX; } | |
| UFUNCTION() | |
| void SetMouseSensitivityX(double NewValue) { ChangeValueAndDirty(MouseSensitivityX, NewValue); ApplyInputSensitivity(); } | |
| UFUNCTION() | |
| double GetMouseSensitivityY() const { return MouseSensitivityY; } | |
| UFUNCTION() | |
| void SetMouseSensitivityY(double NewValue) { ChangeValueAndDirty(MouseSensitivityY, NewValue); ApplyInputSensitivity(); } | |
| UFUNCTION() | |
| double GetTargetingMultiplier() const { return TargetingMultiplier; } | |
| UFUNCTION() | |
| void SetTargetingMultiplier(double NewValue) { ChangeValueAndDirty(TargetingMultiplier, NewValue); ApplyInputSensitivity(); } | |
| UFUNCTION() | |
| bool GetInvertVerticalAxis() const { return bInvertVerticalAxis; } | |
| UFUNCTION() | |
| void SetInvertVerticalAxis(bool NewValue) { ChangeValueAndDirty(bInvertVerticalAxis, NewValue); ApplyInputSensitivity(); } | |
| UFUNCTION() | |
| bool GetInvertHorizontalAxis() const { return bInvertHorizontalAxis; } | |
| UFUNCTION() | |
| void SetInvertHorizontalAxis(bool NewValue) { ChangeValueAndDirty(bInvertHorizontalAxis, NewValue); ApplyInputSensitivity(); } | |
| private: | |
| /** Holds the mouse horizontal sensitivity */ | |
| UPROPERTY() | |
| double MouseSensitivityX = 1.0; | |
| /** Holds the mouse vertical sensitivity */ | |
| UPROPERTY() | |
| double MouseSensitivityY = 1.0; | |
| /** Multiplier applied while Aiming down sights. */ | |
| UPROPERTY() | |
| double TargetingMultiplier = 0.5; | |
| /** If true then the vertical look axis should be inverted */ | |
| UPROPERTY() | |
| bool bInvertVerticalAxis = false; | |
| /** If true then the horizontal look axis should be inverted */ | |
| UPROPERTY() | |
| bool bInvertHorizontalAxis = false; | |
| //////////////////////////////////////////////////////// | |
| // Gamepad Sensitivity | |
| public: | |
| UFUNCTION() | |
| ELyraGamepadSensitivity GetGamepadLookSensitivityPreset() const { return GamepadLookSensitivityPreset; } | |
| UFUNCTION() | |
| void SetLookSensitivityPreset(ELyraGamepadSensitivity NewValue) { ChangeValueAndDirty(GamepadLookSensitivityPreset, NewValue); ApplyInputSensitivity(); } | |
| UFUNCTION() | |
| ELyraGamepadSensitivity GetGamepadTargetingSensitivityPreset() const { return GamepadTargetingSensitivityPreset; } | |
| UFUNCTION() | |
| void SetGamepadTargetingSensitivityPreset(ELyraGamepadSensitivity NewValue) { ChangeValueAndDirty(GamepadTargetingSensitivityPreset, NewValue); ApplyInputSensitivity(); } | |
| void ApplyInputSensitivity(); | |
| private: | |
| UPROPERTY() | |
| ELyraGamepadSensitivity GamepadLookSensitivityPreset = ELyraGamepadSensitivity::Normal; | |
| UPROPERTY() | |
| ELyraGamepadSensitivity GamepadTargetingSensitivityPreset = ELyraGamepadSensitivity::Normal; | |
| //////////////////////////////////////////////////////// | |
| /// Dirty and Change Reporting | |
| private: | |
| template<typename T> | |
| bool ChangeValueAndDirty(T& CurrentValue, const T& NewValue) | |
| { | |
| if (CurrentValue != NewValue) | |
| { | |
| CurrentValue = NewValue; | |
| bIsDirty = true; | |
| OnSettingChanged.Broadcast(this); | |
| return true; | |
| } | |
| return false; | |
| } | |
| bool bIsDirty = false; | |
| }; | |