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38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameSettingFilterState.h"
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#include "GameplayTagContainer.h"
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#define UE_API GAMESETTINGS_API
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class ULocalPlayer;
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//////////////////////////////////////////////////////////////////////
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// FWhenPlatformHasTrait
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// Edit condition for game settings that checks CommonUI's platform traits
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// to determine whether or not to show a setting
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class FWhenPlatformHasTrait : public FGameSettingEditCondition
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{
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public:
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static UE_API TSharedRef<FWhenPlatformHasTrait> KillIfMissing(FGameplayTag InVisibilityTag, const FString& InKillReason);
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static UE_API TSharedRef<FWhenPlatformHasTrait> DisableIfMissing(FGameplayTag InVisibilityTag, const FText& InDisableReason);
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static UE_API TSharedRef<FWhenPlatformHasTrait> KillIfPresent(FGameplayTag InVisibilityTag, const FString& InKillReason);
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static UE_API TSharedRef<FWhenPlatformHasTrait> DisableIfPresent(FGameplayTag InVisibilityTag, const FText& InDisableReason);
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//~FGameSettingEditCondition interface
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UE_API virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override;
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//~End of FGameSettingEditCondition interface
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private:
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FGameplayTag VisibilityTag;
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bool bTagDesired;
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FString KillReason;
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FText DisableReason;
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};
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#undef UE_API
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