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119 lines
3.8 KiB
C++
119 lines
3.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameMapsSettings.generated.h"
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/** Ways the screen can be split with two players. */
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UENUM()
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namespace ETwoPlayerSplitScreenType
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{
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enum Type
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{
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Horizontal,
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Vertical
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};
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}
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/** Ways the screen can be split with three players. */
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UENUM()
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namespace EThreePlayerSplitScreenType
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{
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enum Type
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{
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FavorTop,
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FavorBottom
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};
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}
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UCLASS(config=Engine, defaultconfig)
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class ENGINESETTINGS_API UGameMapsSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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/**
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* Get the default map specified in the settings.
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* Makes a choice based on running as listen server/client vs dedicated server
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*
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* @return the default map specified in the settings
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*/
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static const FString& GetGameDefaultMap( );
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/**
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* Get the global default game type specified in the configuration
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* Makes a choice based on running as listen server/client vs dedicated server
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*
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* @return the proper global default game type
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*/
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static const FString& GetGlobalDefaultGameMode( );
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/**
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* Set the default map to use (see GameDefaultMap below)
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*
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* @param NewMap name of valid map to use
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*/
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static void SetGameDefaultMap( const FString& NewMap );
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/**
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* Set the default game type (see GlobalDefaultGameMode below)
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*
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* @param NewGameMode name of valid map to use
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*/
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static void SetGlobalDefaultGameMode( const FString& NewGameMode );
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public:
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/** If set, this map will be loaded when the Editor starts up. */
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps)
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FString EditorStartupMap;
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/** The default options that will be appended to a map being loaded. */
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps, AdvancedDisplay)
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FString LocalMapOptions;
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/** The map loaded when transition from one map to another. */
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps, AdvancedDisplay)
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FString TransitionMap;
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/** Whether the screen should be split or not when multiple local players are present */
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UPROPERTY(config, EditAnywhere, Category=LocalMultiplayer)
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bool bUseSplitscreen;
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/** The viewport layout to use if the screen should be split and there are two local players */
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UPROPERTY(config, EditAnywhere, Category=LocalMultiplayer, meta=(editcondition="bUseSplitScreen"))
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TEnumAsByte<ETwoPlayerSplitScreenType::Type> TwoPlayerSplitscreenLayout;
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/** The viewport layout to use if the screen should be split and there are three local players */
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UPROPERTY(config, EditAnywhere, Category=LocalMultiplayer, meta=(editcondition="bUseSplitScreen"))
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TEnumAsByte<EThreePlayerSplitScreenType::Type> ThreePlayerSplitscreenLayout;
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/** The class to use when instantiating the transient GameInstance class */
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UPROPERTY(config, noclear, EditAnywhere, Category=GameInstance, meta=(MetaClass="GameInstance"))
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FStringClassReference GameInstanceClass;
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private:
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/** The map that will be loaded by default when no other map is loaded. */
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps)
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FString GameDefaultMap;
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/** The map that will be loaded by default when no other map is loaded (DEDICATED SERVER). */
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UPROPERTY(config, EditAnywhere, Category=DefaultMaps, AdvancedDisplay)
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FString ServerDefaultMap;
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/** GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL). */
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UPROPERTY(config, noclear, EditAnywhere, Category=DefaultModes, meta=(MetaClass="GameMode", DisplayName="Default GameMode"))
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FStringClassReference GlobalDefaultGameMode;
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/**
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* GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL) (DEDICATED SERVERS)
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* If not set, the GlobalDefaultGameMode value will be used.
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*/
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UPROPERTY(config, EditAnywhere, Category=DefaultModes, meta=(MetaClass="GameMode"), AdvancedDisplay)
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FStringClassReference GlobalDefaultServerGameMode;
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};
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