Files
UnrealEngineUWP/Engine/Source/Editor/HardwareTargeting/Private/HardwareTargetingSettings.cpp
Andrew Rodham d47385c930 Moved hardware targeting applied settings to DefaultEngine.ini rather than a saved Editor.ini
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]
2014-10-01 05:58:03 -04:00

32 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "HardwareTargetingPrivatePCH.h"
#include "HardwareTargetingModule.h"
#include "HardwareTargetingSettings.h"
#include "Settings.h"
#include "Internationalization.h"
#include "SDecoratedEnumCombo.h"
UHardwareTargetingSettings::UHardwareTargetingSettings(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
, TargetedHardwareClass(EHardwareClass::Unspecified)
, AppliedTargetedHardwareClass(EHardwareClass::Unspecified)
, DefaultGraphicsPerformance(EGraphicsPreset::Unspecified)
, AppliedDefaultGraphicsPerformance(EGraphicsPreset::Unspecified)
{
}
bool UHardwareTargetingSettings::HasPendingChanges() const
{
if (TargetedHardwareClass == EHardwareClass::Unspecified || DefaultGraphicsPerformance == EGraphicsPreset::Unspecified)
{
return false;
}
return AppliedTargetedHardwareClass != TargetedHardwareClass || AppliedDefaultGraphicsPerformance != DefaultGraphicsPerformance;
}
void UHardwareTargetingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
{
SettingChangedEvent.Broadcast();
}