I believe we now have a semi-working graphics profiles and the ability to switch between them!
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3 changed files with 100 additions and 20 deletions
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@ -13,17 +13,20 @@ TMap<FName, TMap<FName, FHLConfigValue>> UHarmonyLinkGraphics::DefaultSettings =
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{ "Battery", {
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{ TEXT("r.ReflectionMethod"), FHLConfigValue(0) },
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{ TEXT("r.DynamicGlobalIlluminationMethod"), FHLConfigValue(2) },
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{ TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(0) }
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{ TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(0) },
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{ TEXT("r.ScreenPercentage"), FHLConfigValue(50) },
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}},
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{ "Charging", {
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{ TEXT("r.ReflectionMethod"), FHLConfigValue(2) },
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{ TEXT("r.DynamicGlobalIlluminationMethod"), FHLConfigValue(2) },
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{ TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(1) }
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{ TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(1) },
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{ TEXT("r.ScreenPercentage"), FHLConfigValue(100) },
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}},
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{ "Docked", {
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{ "Docked", {
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{ TEXT("r.ReflectionMethod"), FHLConfigValue(2) },
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{ TEXT("r.DynamicGlobalIlluminationMethod"), FHLConfigValue(2) },
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{ TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(1) }
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{ TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(1) },
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{ TEXT("r.ScreenPercentage"), FHLConfigValue(100) },
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}}
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};
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@ -144,15 +147,6 @@ void UHarmonyLinkGraphics::SaveConfig() const
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GConfig->Flush(false, Filename);
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}
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void UHarmonyLinkGraphics::ApplySettings(const bool bCheckForCommandLineOverrides)
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{
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{
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FGlobalComponentRecreateRenderStateContext Context;
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//ApplyResolutionSettings(bCheckForCommandLineOverrides);
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//ApplyNonResolutionSettings();
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}
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}
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UHarmonyLinkGraphics* UHarmonyLinkGraphics::GetSettings()
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@ -170,7 +164,10 @@ UHarmonyLinkGraphics* UHarmonyLinkGraphics::GetSettings()
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const FBattery BatteryStatus = UHarmonyLinkLibrary::GetBatteryStatus();
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if (BatteryStatus.HasBattery)
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// Enabled for development testing
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// At some point I need to implement the ability to fake and emulate these settings to make it easier to test
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// BUG: Remove this before release!
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if (!BatteryStatus.HasBattery)
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{
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Instance->ApplyProfile(EProfile::BATTERY);
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}
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@ -262,9 +259,76 @@ void UHarmonyLinkGraphics::LoadDefaults()
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}
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}
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void UHarmonyLinkGraphics::ApplyProfile(EProfile Profile)
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bool UHarmonyLinkGraphics::ApplyProfile(const EProfile Profile)
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{
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// Find the profile name associated with the given EProfile
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const FName* ProfileName = ProfileNames.Find(Profile);
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if (!ProfileName)
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{
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UE_LOG(LogHarmonyLink, Warning, TEXT("Profile not found."));
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return false;
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}
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UE_LOG(LogHarmonyLink, Log, TEXT("Applying profile %s."), *ProfileName->ToString());
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// Find the settings associated with the profile
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FSettingsProfile* SettingsProfile = Profiles.Find(Profile);
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if (!SettingsProfile)
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{
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UE_LOG(LogHarmonyLink, Warning, TEXT("No settings found for profile %s."), *ProfileName->ToString());
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return false;
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}
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{
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FGlobalComponentRecreateRenderStateContext Context;
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// Example of applying settings (actual application depends on your implementation)
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for (const TPair<FName, FHLConfigValue>& Setting : SettingsProfile->Settings)
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{
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// Example of logging each setting being applied
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UE_LOG(LogHarmonyLink, Log, TEXT("Applying setting: %s = %s"),
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*Setting.Key.ToString(), *Setting.Value.ToString());
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ApplySetting(Setting);
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}
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}
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return true;
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}
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void UHarmonyLinkGraphics::ApplySetting(const TPair<FName, FHLConfigValue>& Setting)
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{
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// Apply the setting based on the key (CVar)
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IConsoleManager& ConsoleManager = IConsoleManager::Get();
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IConsoleVariable* CVar = ConsoleManager.FindConsoleVariable(*Setting.Key.ToString());
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if (CVar)
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{
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switch (Setting.Value.GetType())
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{
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case EConfigValueType::Bool:
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CVar->Set(Setting.Value.GetValue<bool>(), ECVF_SetByGameSetting);
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break;
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case EConfigValueType::Float:
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CVar->Set(Setting.Value.GetValue<float>(), ECVF_SetByGameSetting);
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break;
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case EConfigValueType::Int:
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CVar->Set(Setting.Value.GetValue<int32>(), ECVF_SetByGameSetting);
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break;
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default:
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UE_LOG(LogHarmonyLink, Warning, TEXT("Unsupported value type for setting: %s"), *Setting.Key.ToString());
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break;
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}
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}
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else
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{
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UE_LOG(LogHarmonyLink, Warning, TEXT("Console variable not found: %s"), *Setting.Key.ToString());
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}
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}
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void UHarmonyLinkGraphics::DebugPrintProfiles() const
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@ -26,9 +26,6 @@ public:
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UFUNCTION(BlueprintCallable, Category="HarmonyLink Settings")
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void SaveConfig() const;
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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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/** 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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@ -41,10 +38,12 @@ private:
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bool LoadSection(const FConfigFile& ConfigFile, const TPair<EProfile, FName> Profile);
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void SaveSection(FSettingsProfile& SettingsProfile, const bool bFlush = false) const;
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void LoadDefaults();
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void ApplyProfile(EProfile Profile);
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bool ApplyProfile(EProfile Profile);
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static void ResetInstance();
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static void ApplySetting(const TPair<FName, FHLConfigValue>& Setting);
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// Debugging
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void DebugPrintProfiles() const;
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static void PrintDebugSection(FSettingsProfile& SettingsProfile);
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@ -45,7 +45,24 @@ public:
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FHLConfigValue(bool Value) : Type(EConfigValueType::Bool), IntValue(0), FloatValue(0.0f), BoolValue(Value), StringValue(TEXT("")) {}
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FHLConfigValue(const FString& Value) : Type(EConfigValueType::String), IntValue(0), FloatValue(0.0f), BoolValue(false), StringValue(Value) {}
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FString ToString() const
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{
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switch (Type)
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{
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case EConfigValueType::Int:
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return FString::Printf(TEXT("Int: %d"), IntValue);
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case EConfigValueType::Float:
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return FString::Printf(TEXT("Float: %f"), FloatValue);
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case EConfigValueType::Bool:
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return BoolValue ? TEXT("Bool: true") : TEXT("Bool: false");
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case EConfigValueType::String:
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return FString::Printf(TEXT("String: %s"), *StringValue);
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default:
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return TEXT("Unknown Type");
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}
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}
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EConfigValueType GetType() const
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{
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return Type;
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