54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DeveloperSettings.h"
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#include "EditorPixelStreamingSettings.generated.h"
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// Config loaded/saved to an .ini file.
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// It is also exposed through the plugin settings page in editor.
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UCLASS(config = PixelStreaming, defaultconfig, meta = (DisplayName = "PixelStreaming"))
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class PIXELSTREAMINGINPUT_API UPixelStreamingSettings : public UDeveloperSettings
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{
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GENERATED_UCLASS_BODY()
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public:
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/**
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* Pixel streaming always requires various software cursors so they will be
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* visible in the video stream sent to the browser to allow the user to
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* click and interact with UI elements.
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*/
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UPROPERTY(config, EditAnywhere, Category = PixelStreaming)
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FSoftClassPath DefaultCursorClassName;
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UPROPERTY(config, EditAnywhere, Category = PixelStreaming)
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FSoftClassPath TextEditBeamCursorClassName;
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/**
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* Pixel Streaming can have a server-side cursor (where the cursor itself
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* is shown as part of the video), or a client-side cursor (where the cursor
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* is shown by the browser). In the latter case we need to turn the UE4
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* cursor invisible.
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*/
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UPROPERTY(config, EditAnywhere, Category = PixelStreaming)
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FSoftClassPath HiddenCursorClassName;
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/**
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* Pixel Streaming may be running on a machine which has no physical mouse
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* attached, and yet the browser is sending mouse positions. As such, we
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* fake the presence of a mouse.
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*/
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UPROPERTY(config, EditAnywhere, Category = PixelStreaming)
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bool bMouseAlwaysAttached = true;
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// Begin UDeveloperSettings Interface
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virtual FName GetCategoryName() const override;
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#if WITH_EDITOR
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virtual FText GetSectionText() const override;
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#endif
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// END UDeveloperSettings Interface
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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}; |