Files
UnrealEngine/Engine/Source/Editor/HardwareTargeting/Private/HardwareTargetingModule.cpp
2025-05-18 13:04:45 +08:00

333 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "HardwareTargetingModule.h"
#include "Containers/EnumAsByte.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "Engine/RendererSettings.h"
#include "GameFramework/InputSettings.h"
#include "GameMapsSettings.h"
#include "HAL/FileManager.h"
#include "HAL/IConsoleManager.h"
#include "HAL/PlatformCrt.h"
#include "HAL/PlatformMath.h"
#include "IDocumentation.h"
#include "ISettingsModule.h"
#include "Internationalization/Internationalization.h"
#include "Layout/Margin.h"
#include "Misc/AssertionMacros.h"
#include "Misc/DateTime.h"
#include "Modules/ModuleManager.h"
#include "SEnumCombo.h"
#include "SceneUtils.h"
#include "Settings/EditorProjectSettings.h"
#include "SlateSettings.h"
#include "Templates/Tuple.h"
#include "Types/SlateEnums.h"
#include "UObject/Class.h"
#include "UObject/NameTypes.h"
#include "UObject/Object.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/UnrealType.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SToolTip.h"
#define LOCTEXT_NAMESPACE "HardwareTargeting"
//////////////////////////////////////////////////////////////////////////
// FMetaSettingGatherer
struct FMetaSettingGatherer
{
FTextBuilder DescriptionBuffer;
TMap<UObject*, FTextBuilder> DescriptionBuffers;
TMap<UObject*, FText> CategoryNames;
// Are we just displaying what would change, or actually changing things?
bool bReadOnly;
bool bIncludeUnmodifiedProperties;
FMetaSettingGatherer()
: bReadOnly(false)
, bIncludeUnmodifiedProperties(false)
{
}
void AddEntry(UObject* SettingsObject, FProperty* Property, FText NewValue, bool bModified)
{
if (bModified || bIncludeUnmodifiedProperties)
{
FTextBuilder& SettingsDescriptionBuffer = DescriptionBuffers.FindOrAdd(SettingsObject);
if (!bReadOnly)
{
FPropertyChangedEvent ChangeEvent(Property, EPropertyChangeType::ValueSet);
SettingsObject->PostEditChangeProperty(ChangeEvent);
}
else
{
FText SettingDisplayName = Property->GetDisplayNameText();
FFormatNamedArguments Args;
Args.Add(TEXT("SettingName"), SettingDisplayName);
Args.Add(TEXT("SettingValue"), NewValue);
FText FormatString = bModified ?
LOCTEXT("MetaSettingDisplayStringModified", "{SettingName} is {SettingValue} <HardwareTargets.Strong>(modified)</>") :
LOCTEXT("MetaSettingDisplayStringUnmodified", "{SettingName} is {SettingValue}");
SettingsDescriptionBuffer.AppendLine(FText::Format(FormatString, Args));
}
}
}
template <typename ValueType>
static FText ValueToString(ValueType Value);
bool Finalize()
{
check(!bReadOnly);
bool bSuccess = true;
for (auto& Pair : DescriptionBuffers)
{
const FString Filename = Pair.Key->GetDefaultConfigFilename();
const FDateTime BeforeTime = IFileManager::Get().GetTimeStamp(*Filename);
Pair.Key->TryUpdateDefaultConfigFile();
const FDateTime AfterTime = IFileManager::Get().GetTimeStamp(*Filename);
bSuccess = BeforeTime != AfterTime && bSuccess;
}
return bSuccess;
}
};
template <>
FText FMetaSettingGatherer::ValueToString(bool Value)
{
return Value ? LOCTEXT("BoolEnabled", "enabled") : LOCTEXT("BoolDisabled", "disabled");
}
template <>
FText FMetaSettingGatherer::ValueToString(EAntiAliasingMethod Value)
{
switch (Value)
{
case AAM_None:
return LOCTEXT("AA_None", "None");
case AAM_FXAA:
return LOCTEXT("AA_FXAA", "Fast Approximate Anti-Aliasing (FXAA)");
case AAM_TemporalAA:
return LOCTEXT("AA_TemporalAA", "Temporal Anti-Aliasing (TAA)");
case AAM_MSAA:
return LOCTEXT("AA_MSAA", "Multisample Anti-Aliasing (MSAA)");
case AAM_TSR:
return LOCTEXT("AAM_TSR", "Temporal Super-Resolution (TSR)");
default:
return FText::AsNumber((int32)Value);
}
}
static FName HardwareTargetingConsoleVariableMetaFName(TEXT("ConsoleVariable"));
#define UE_META_SETTING_ENTRY(Builder, Class, PropertyName, TargetValue) \
{ \
Class* SettingsObject = GetMutableDefault<Class>(); \
bool bModified = SettingsObject->PropertyName != (TargetValue); \
FProperty* Property = FindFieldChecked<FProperty>(Class::StaticClass(), GET_MEMBER_NAME_CHECKED(Class, PropertyName)); \
if (!Builder.bReadOnly) { \
const FString& CVarName = Property->GetMetaData(HardwareTargetingConsoleVariableMetaFName); \
if (!CVarName.IsEmpty()) { IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(*CVarName); \
if (CVar) { CVar->Set(TargetValue, ECVF_SetByProjectSetting); } } \
SettingsObject->PropertyName = (TargetValue); } \
Builder.AddEntry(SettingsObject, Property, FMetaSettingGatherer::ValueToString(TargetValue), bModified); \
}
//////////////////////////////////////////////////////////////////////////
// FHardwareTargetingModule
class FHardwareTargetingModule : public IHardwareTargetingModule
{
public:
// IModuleInterface interface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// End of IModuleInterface interface
// IHardwareTargetingModule interface
virtual void ApplyHardwareTargetingSettings() override;
virtual TArray<FModifiedDefaultConfig> GetPendingSettingsChanges() override;
virtual TSharedRef<SWidget> MakeHardwareClassTargetCombo(FOnHardwareClassChanged OnChanged, TAttribute<EHardwareClass> SelectedEnum) override;
virtual TSharedRef<SWidget> MakeGraphicsPresetTargetCombo(FOnGraphicsPresetChanged OnChanged, TAttribute<EGraphicsPreset> SelectedEnum) override;
// End of IHardwareTargetingModule interface
private:
void GatherSettings(FMetaSettingGatherer& Builder);
};
void FHardwareTargetingModule::StartupModule()
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsModule->RegisterSettings("Project", "Project", "HardwareTargeting",
LOCTEXT("HardwareTargetingSettingsName", "Target Hardware"),
LOCTEXT("HardwareTargetingSettingsDescription", "Options for choosing which class of hardware to target"),
GetMutableDefault<UHardwareTargetingSettings>()
);
}
// Apply any settings on startup if necessary
ApplyHardwareTargetingSettings();
}
void FHardwareTargetingModule::ShutdownModule()
{
}
TArray<FModifiedDefaultConfig> FHardwareTargetingModule::GetPendingSettingsChanges()
{
// Gather and stringify the modified settings
FMetaSettingGatherer Gatherer;
Gatherer.bReadOnly = true;
Gatherer.bIncludeUnmodifiedProperties = true;
GatherSettings(Gatherer);
TArray<FModifiedDefaultConfig> OutArray;
for (auto& Pair : Gatherer.DescriptionBuffers)
{
FModifiedDefaultConfig ModifiedConfig;
ModifiedConfig.SettingsObject = Pair.Key;
ModifiedConfig.Description = Pair.Value.ToText();
ModifiedConfig.CategoryHeading = Gatherer.CategoryNames.FindChecked(Pair.Key);
OutArray.Add(ModifiedConfig);
}
return OutArray;
}
void FHardwareTargetingModule::GatherSettings(FMetaSettingGatherer& Builder)
{
UHardwareTargetingSettings* Settings = GetMutableDefault<UHardwareTargetingSettings>();
if (Builder.bReadOnly)
{
// Force the category order and give nice descriptions
Builder.CategoryNames.Add(GetMutableDefault<URendererSettings>(), LOCTEXT("RenderingCategoryHeader", "Engine - Rendering"));
Builder.CategoryNames.Add(GetMutableDefault<UInputSettings>(), LOCTEXT("InputCategoryHeader", "Engine - Input"));
Builder.CategoryNames.Add(GetMutableDefault<UGameMapsSettings>(), LOCTEXT("MapsAndModesCategoryHeader", "Project - Maps & Modes"));
Builder.CategoryNames.Add(GetMutableDefault<ULevelEditor2DSettings>(), LOCTEXT("EditorSettings2D", "Editor - 2D"));
Builder.CategoryNames.Add(GetMutableDefault<USlateSettings>(), LOCTEXT("SlateCategoryHeader", "Slate"));
}
const bool bLowEndMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Scalable);
const bool bAnyMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile);
const bool bHighEndMobile = (Settings->TargetedHardwareClass == EHardwareClass::Mobile) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Maximum);
const bool bAnyPC = (Settings->TargetedHardwareClass == EHardwareClass::Desktop);
const bool bHighEndPC = (Settings->TargetedHardwareClass == EHardwareClass::Desktop) && (Settings->DefaultGraphicsPerformance == EGraphicsPreset::Maximum);
const bool bAnyScalable = Settings->DefaultGraphicsPerformance == EGraphicsPreset::Scalable;
{
// Bloom works and isn't terribly expensive on anything beyond low-end
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureBloom, !bLowEndMobile);
// Separate translucency
UE_META_SETTING_ENTRY(Builder, URendererSettings, bSeparateTranslucency, !bAnyMobile);
// Motion blur, auto-exposure, and ambient occlusion
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureMotionBlur, bHighEndPC);
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureAutoExposure, bHighEndPC);
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureAmbientOcclusion, bAnyPC);
// lens flare
UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureLensFlare, false);
// DOF and AA work on mobile but are expensive, keeping them off by default
//@TODO: DOF setting doesn't exist yet
// UE_META_SETTING_ENTRY(Builder, URendererSettings, bDefaultFeatureDepthOfField, bHighEndPC);
UE_META_SETTING_ENTRY(Builder, URendererSettings, DefaultFeatureAntiAliasing, bHighEndPC ? AAM_TSR : AAM_None);
}
{
// Tablets or phones are usually shared-screen multiplayer instead of split-screen
UE_META_SETTING_ENTRY(Builder, UGameMapsSettings, bUseSplitscreen, bAnyPC);
}
{
// Enable explicit ZOrder for UMG canvas on mobile platform to improve batching
UE_META_SETTING_ENTRY(Builder, USlateSettings, bExplicitCanvasChildZOrder, bAnyMobile);
}
}
void FHardwareTargetingModule::ApplyHardwareTargetingSettings()
{
UHardwareTargetingSettings* Settings = GetMutableDefault<UHardwareTargetingSettings>();
// Apply the settings if they've changed
if (Settings->HasPendingChanges())
{
// Gather and apply the modified settings
FMetaSettingGatherer Builder;
Builder.bReadOnly = false;
GatherSettings(Builder);
const bool bSuccess = Builder.Finalize();
// Write out the 'did we apply' values
if (bSuccess)
{
Settings->AppliedTargetedHardwareClass = Settings->TargetedHardwareClass;
Settings->AppliedDefaultGraphicsPerformance = Settings->DefaultGraphicsPerformance;
Settings->TryUpdateDefaultConfigFile();
}
}
}
TSharedRef<SWidget> FHardwareTargetingModule::MakeHardwareClassTargetCombo(FOnHardwareClassChanged OnChanged, TAttribute<EHardwareClass> SelectedEnum)
{
const UEnum* HardwareClassEnum = StaticEnum<EHardwareClass>();
return
SNew(SEnumComboBox, HardwareClassEnum)
.ContentPadding(FMargin(4.0f, 0.0f))
.ToolTip(IDocumentation::Get()->CreateToolTip(LOCTEXT("HardwareClassTooltip", "Choose the overall class of hardware to target (desktop/console or mobile/tablet)."), NULL, TEXT("Shared/Editor/Settings/TargetHardware"), TEXT("HardwareClass")))
.OnEnumSelectionChanged_Lambda([OnChanged](int32 NewSelection, ESelectInfo::Type) { OnChanged.ExecuteIfBound(static_cast<EHardwareClass>(NewSelection)); })
.CurrentValue_Lambda([SelectedEnum]() { return static_cast<int32>(SelectedEnum.Get()); });
}
TSharedRef<SWidget> FHardwareTargetingModule::MakeGraphicsPresetTargetCombo(FOnGraphicsPresetChanged OnChanged, TAttribute<EGraphicsPreset> SelectedEnum)
{
const UEnum* GraphicsPresetEnum = StaticEnum<EGraphicsPreset>();
return
SNew(SEnumComboBox, GraphicsPresetEnum)
.ContentPadding(FMargin(4.0f, 0.0f))
.ToolTip(IDocumentation::Get()->CreateToolTip(LOCTEXT("GraphicsPresetTooltip", "Choose the graphical level to target (high-end only or scalable from low-end on up)."), NULL, TEXT("Shared/Editor/Settings/TargetHardware"), TEXT("GraphicalLevel")))
.OnEnumSelectionChanged_Lambda([OnChanged](int32 NewSelection, ESelectInfo::Type) { OnChanged.ExecuteIfBound(static_cast<EGraphicsPreset>(NewSelection)); })
.CurrentValue_Lambda([SelectedEnum]() { return static_cast<int32>(SelectedEnum.Get()); });
}
IHardwareTargetingModule& IHardwareTargetingModule::Get()
{
static FHardwareTargetingModule Instance;
return Instance;
}
IMPLEMENT_MODULE(FHardwareTargetingModule, HardwareTargeting);
#undef UE_META_SETTING_ENTRY
#undef LOCTEXT_NAMESPACE