Add Graphics settings
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Source/HarmonyLink/Public/Objects/HarmonyLinkGraphics.h
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70
Source/HarmonyLink/Public/Objects/HarmonyLinkGraphics.h
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// Copyright (C) 2024 Jordon Brooks
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#pragma once
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#include "CoreMinimal.h"
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#include "Structs/HLConfigValue.h"
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#include "UObject/Object.h"
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#include "HarmonyLinkGraphics.generated.h"
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/**
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*
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*/
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UCLASS(Blueprintable, config="HarmonyLink")
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class HARMONYLINK_API UHarmonyLinkGraphics : public UObject
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{
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GENERATED_BODY()
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public:
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UHarmonyLinkGraphics();
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UFUNCTION(BlueprintCallable, Category="HarmonyLink Settings")
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void LoadProfile(const FName& ProfileName, const bool bForceReload = false);
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UFUNCTION(BlueprintCallable, Category="HarmonyLink Settings")
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void SaveProfile(const FName& ProfileName);
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UFUNCTION(BlueprintCallable, Category="HarmonyLink Settings", meta=(bCheckForCommandLineOverrides=true))
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void ApplySettings(bool bCheckForCommandLineOverrides = true);
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UFUNCTION(BlueprintCallable, Category="HarmonyLink Settings")
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void ApplyNonResolutionSettings();
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UFUNCTION(BlueprintCallable, Category="HarmonyLink Settings")
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void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);
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/** Returns the game local machine settings (resolution, windowing mode, scalability settings, etc...) */
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UFUNCTION(BlueprintCallable, Category="HarmonyLink Settings")
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static UHarmonyLinkGraphics* GetSettings();
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static void DestroySettings();
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private:
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void CreateDefaultConfigFile();
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bool LoadSettingsFromConfig(const FString& SectionName);
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void SaveSection(const FName& SectionName, const TMap<FName, FHLConfigValue>& Settings) const;
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static void ResetInstance();
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UPROPERTY(Config)
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FName _ProfileName = NAME_None;
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static FString IniLocation;
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static FName BatteryProfile;
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static FName ChargingProfile;
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static FName DockedProfile;
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TMap<FName, int32> SettingsMap;
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// Maps to store configuration settings for each profile
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TMap<FName, FHLConfigValue> BatterySettings;
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TMap<FName, FHLConfigValue> ChargingSettings;
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TMap<FName, FHLConfigValue> DockedSettings;
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static TMap<FName, int32> DefaultSettingsMap;
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static UHarmonyLinkGraphics* Instance;
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};
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