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This ensures that multiple users will not attempt to update the project settings on start-up. #codereview Michael.Noland [CL 2315685 by Andrew Rodham in Main branch]
32 lines
1.1 KiB
C++
32 lines
1.1 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "HardwareTargetingPrivatePCH.h"
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#include "HardwareTargetingModule.h"
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#include "HardwareTargetingSettings.h"
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#include "Settings.h"
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#include "Internationalization.h"
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#include "SDecoratedEnumCombo.h"
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UHardwareTargetingSettings::UHardwareTargetingSettings(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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, TargetedHardwareClass(EHardwareClass::Unspecified)
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, AppliedTargetedHardwareClass(EHardwareClass::Unspecified)
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, DefaultGraphicsPerformance(EGraphicsPreset::Unspecified)
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, AppliedDefaultGraphicsPerformance(EGraphicsPreset::Unspecified)
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{
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}
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bool UHardwareTargetingSettings::HasPendingChanges() const
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{
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if (TargetedHardwareClass == EHardwareClass::Unspecified || DefaultGraphicsPerformance == EGraphicsPreset::Unspecified)
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{
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return false;
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}
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return AppliedTargetedHardwareClass != TargetedHardwareClass || AppliedDefaultGraphicsPerformance != DefaultGraphicsPerformance;
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}
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void UHardwareTargetingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
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{
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SettingChangedEvent.Broadcast();
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} |