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C++ ISettingsModule类代码示例

本文整理汇总了C++中ISettingsModule的典型用法代码示例。如果您正苦于以下问题:C++ ISettingsModule类的具体用法?C++ ISettingsModule怎么用?C++ ISettingsModule使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ISettingsModule类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: ShutdownModule

	virtual void ShutdownModule() override
	{
		if (!Initialized)
		{
			return;
		}

		Initialized = false;

		// unregister video player factory
		IMediaModule* MediaModule = FModuleManager::GetModulePtr<IMediaModule>("Media");

		if (MediaModule != nullptr)
		{
			MediaModule->UnregisterPlayerFactory(*this);
		}

		// unregister logging callback
		FVlc::LogUnset(VlcInstance);

		// release LibVLC instance
		FVlc::Release((FLibvlcInstance*)VlcInstance);
		VlcInstance = nullptr;

		// shut down LibVLC
		FVlc::Shutdown();

		// unregister settings
		ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");

		if (SettingsModule != nullptr)
		{
			SettingsModule->UnregisterSettings("Project", "Plugins", "VlcMedia");
		}
	}
开发者ID:CyberSys,项目名称:VlcMedia,代码行数:35,代码来源:VlcMediaModule.cpp

示例2: StartupModule

void FLogVisualizerModule::StartupModule()
{
	FLogVisualizerStyle::Initialize();
	FLogVisualizer::Initialize();

	FVisualLoggerCommands::Register();
	IModularFeatures::Get().RegisterModularFeature(VisualLoggerTabName, this);

	FGlobalTabmanager::Get()->RegisterNomadTabSpawner(
		VisualLoggerTabName, 
		FOnSpawnTab::CreateRaw(this, &FLogVisualizerModule::SpawnLogVisualizerTab))
		.SetGroup(WorkspaceMenu::GetMenuStructure().GetDeveloperToolsMiscCategory())
		.SetDisplayName(NSLOCTEXT("LogVisualizerApp", "TabTitle", "Visual Logger"))
		.SetTooltipText(NSLOCTEXT("LogVisualizerApp", "TooltipText", "Opens Visual Logger tool."))
		.SetIcon(FSlateIcon(FLogVisualizerStyle::GetStyleSetName(), "LogVisualizerApp.TabIcon"));

	ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
	if (SettingsModule != nullptr)
	{
		SettingsModule->RegisterSettings("Editor", "General", "VisualLogger",
			LOCTEXT("AIToolsSettingsName", "Visual Logger"),
			LOCTEXT("AIToolsSettingsDescription", "General settings for UE4 AI Tools."),
			ULogVisualizerSettings::StaticClass()->GetDefaultObject()
			);
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:26,代码来源:LogVisualizerModule.cpp

示例3: StartupModule

	virtual void StartupModule() override
	{
		// load required libraries
		FHttpModule* HttpModule = FModuleManager::LoadModulePtr<FHttpModule>("Http");

		if (HttpModule == nullptr)
		{
			UE_LOG(LogPhilipsHue, Log, TEXT("Failed to load Http module"));

			return;
		}

		// register settings
		ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");

		if (SettingsModule != nullptr)
		{
			ISettingsSectionPtr SettingsSection = SettingsModule->RegisterSettings("Project", "Plugins", "PhilipsHue",
				LOCTEXT("PhilipsHueSettingsName", "Philips Hue"),
				LOCTEXT("PhilipsHueSettingsDescription", "Configure the Philips Hue plug-in."),
				GetMutableDefault<UPhilipsHueSettings>()
			);

			if (SettingsSection.IsValid())
			{
				SettingsSection->OnModified().BindRaw(this, &FPhilipsHueModule::HandleSettingsSaved);
			}
		}
	}
开发者ID:chaiyuntian,项目名称:PhilipsHue,代码行数:29,代码来源:PhilipsHueModule.cpp

示例4: StartupModule

	virtual void StartupModule() override
	{
		// this is an example of a hotfix, declared here for no particular reason. Once we have other examples, it can be deleted.
#if 0
		FCoreDelegates::GetHotfixDelegate(EHotfixDelegates::Test).BindRaw(this, &FWindowsTargetPlatformModule::HotfixTest);
#endif

		TargetSettings = NewObject<UWindowsTargetSettings>(GetTransientPackage(), "WindowsTargetSettings", RF_Standalone);
		
		// We need to manually load the config properties here, as this module is loaded before the UObject system is setup to do this
		GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("TargetedRHIs"), TargetSettings->TargetedRHIs, GEngineIni);

		// When this is initialized the UEnum for EMinimumSupportedOS hasn't been registered. 
		FString MinOSString;
		if (GConfig->GetString(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("MinimumOSVersion"), MinOSString, GEngineIni))
		{
			// We need to parse the string and compare manually.
			TargetSettings->MinimumOSVersion = MinOSString == TEXT("MSOS_XP") ? EMinimumSupportedOS::MSOS_XP : EMinimumSupportedOS::MSOS_Vista;
		}


		TargetSettings->AddToRoot();

		ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");

		if (SettingsModule != nullptr)
		{
			SettingsModule->RegisterSettings("Project", "Platforms", "Windows",
				LOCTEXT("TargetSettingsName", "Windows"),
				LOCTEXT("TargetSettingsDescription", "Settings for Windows target platform"),
				TargetSettings
			);
		}
	}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:34,代码来源:WindowsTargetPlatformModule.cpp

示例5: StartupModule

	virtual void StartupModule( ) override
	{
		if (!SupportsSlateRemote())
		{
			return;
		}

		// register settings
		ISettingsModule* SettingsModule = ISettingsModule::Get();

		if (SettingsModule != nullptr)
		{
			FSettingsSectionDelegates SettingsDelegates;
			SettingsDelegates.ModifiedDelegate = FOnSettingsSectionModified::CreateRaw(this, &FSlateRemoteModule::HandleSettingsSaved);

			SettingsModule->RegisterSettings("Project", "Plugins", "SlateRemote",
				LOCTEXT("SlateRemoteSettingsName", "Slate Remote"),
				LOCTEXT("SlateRemoteSettingsDescription", "Configure the Slate Remote plug-in."),
				GetMutableDefault<USlateRemoteSettings>(),
				SettingsDelegates
			);
		}

		// register application events
		FCoreDelegates::ApplicationHasReactivatedDelegate.AddRaw(this, &FSlateRemoteModule::HandleApplicationHasReactivated);
		FCoreDelegates::ApplicationWillDeactivateDelegate.AddRaw(this, &FSlateRemoteModule::HandleApplicationWillDeactivate);

		RestartServices();
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:29,代码来源:SlateRemoteModule.cpp

示例6: RegisterContentEditorsSettings

	/**
	 * Registers Other Tools settings
	 */
	void RegisterContentEditorsSettings( ISettingsModule& SettingsModule )
	{
		// content browser
		SettingsModule.RegisterSettings("Editor", "ContentEditors", "ContentBrowser",
			LOCTEXT("ContentEditorsContentBrowserSettingsName", "Content Browser"),
			LOCTEXT("ContentEditorsContentBrowserSettingsDescription", "Change the behavior of the Content Browser."),
			GetMutableDefault<UContentBrowserSettings>()
		);

		// destructable mesh editor
/*		SettingsModule.RegisterSettings("Editor", "ContentEditors", "DestructableMeshEditor",
			LOCTEXT("ContentEditorsDestructableMeshEditorSettingsName", "Destructable Mesh Editor"),
			LOCTEXT("ContentEditorsDestructableMeshEditorSettingsDescription", "Change the behavior of the Destructable Mesh Editor."),
			GetMutableDefault<UDestructableMeshEditorSettings>()
		);*/

		// graph editors
		SettingsModule.RegisterSettings("Editor", "ContentEditors", "GraphEditor",
			LOCTEXT("ContentEditorsGraphEditorSettingsName", "Graph Editors"),
			LOCTEXT("ContentEditorsGraphEditorSettingsDescription", "Customize Anim, Blueprint and Material Editor."),
			GetMutableDefault<UGraphEditorSettings>()
		);

		// graph editors
		SettingsModule.RegisterSettings("Editor", "ContentEditors", "BlueprintEditor",
			LOCTEXT("ContentEditorsBlueprintEditorSettingsName", "Blueprint Editor"),
			LOCTEXT("ContentEditorsGraphBlueprintSettingsDescription", "Customize Blueprint Editors."),
			GetMutableDefault<UBlueprintEditorSettings>()
		);
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:33,代码来源:EditorSettingsViewerModule.cpp

示例7: StartupModule

void FGameplayDebuggerModule::StartupModule()
{
	// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
	FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FGameplayDebuggerModule::OnWorldInitialized);

	UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
	if (SettingsCDO)
	{
		ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
		if (SettingsModule)
		{
			SettingsModule->RegisterSettings("Project", "Engine", "GameplayDebugger",
				NSLOCTEXT("GameplayDebuggerModule", "SettingsName", "Gameplay Debugger"),
				NSLOCTEXT("GameplayDebuggerModule", "SettingsDescription", "Settings for the gameplay debugger tool."),
				SettingsCDO);
		}

		if (SettingsCDO->bEnableExtension_GameHUD)
		{
			AddonManager.RegisterExtension("GameHUD", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_HUD::MakeInstance));
		}

		if (SettingsCDO->bEnableExtension_Spectator)
		{
			AddonManager.RegisterExtension("Spectator", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_Spectator::MakeInstance));
		}

		AddonManager.NotifyExtensionsChanged();
	}
}
开发者ID:dineshone,项目名称:UnrealGameEngine,代码行数:30,代码来源:GameplayDebuggerModule.cpp

示例8: UnregisterSettings

	/**
	 * Unregisters all settings.
	 */
	void UnregisterSettings( )
	{
		ISettingsModule* SettingsModule = ISettingsModule::Get();

		if (SettingsModule != nullptr)
		{
			SettingsModule->UnregisterViewer("Editor");

			// general settings
			SettingsModule->UnregisterSettings("Editor", "General", "InputBindings");
			SettingsModule->UnregisterSettings("Editor", "General", "LoadingSaving");
			SettingsModule->UnregisterSettings("Editor", "General", "GameAgnostic");
			SettingsModule->UnregisterSettings("Editor", "General", "UserSettings");
			SettingsModule->UnregisterSettings("Editor", "General", "AutomationTest");
			SettingsModule->UnregisterSettings("Editor", "General", "Experimental");

			// level editor settings
			SettingsModule->UnregisterSettings("Editor", "LevelEditor", "PlayIn");
			SettingsModule->UnregisterSettings("Editor", "LevelEditor", "Viewport");

			// other tools
			SettingsModule->UnregisterSettings("Editor", "ContentEditors", "ContentBrowser");
//			SettingsModule->UnregisterSettings("Editor", "ContentEditors", "DestructableMeshEditor");
			SettingsModule->UnregisterSettings("Editor", "ContentEditors", "GraphEditor");
		}
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:29,代码来源:EditorSettingsViewerModule.cpp

示例9: HandleSpawnSettingsTab

	// Handles creating the editor settings tab.
	TSharedRef<SDockTab> HandleSpawnSettingsTab( const FSpawnTabArgs& SpawnTabArgs )
	{
		ISettingsModule* SettingsModule = ISettingsModule::Get();
		TSharedRef<SWidget> SettingsEditor = SNullWidget::NullWidget;

		if (SettingsModule != nullptr)
		{
			ISettingsContainerPtr SettingsContainer = SettingsModule->GetContainer("Editor");

			if (SettingsContainer.IsValid())
			{
				ISettingsEditorModule& SettingsEditorModule = ISettingsEditorModule::GetRef();
				ISettingsEditorModelRef SettingsEditorModel = SettingsEditorModule.CreateModel(SettingsContainer.ToSharedRef());

				SettingsEditor = SettingsEditorModule.CreateEditor(SettingsEditorModel);
				SettingsEditorModelPtr = SettingsEditorModel;
			}
		}

		return SNew(SDockTab)
			.TabRole(ETabRole::NomadTab)
			[
				SettingsEditor
			];
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:26,代码来源:EditorSettingsViewerModule.cpp

示例10: ShutdownModule

void FGameAnalyticsEditor::ShutdownModule()
{
    ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
    if( SettingsModule != nullptr )
    {
        SettingsModule->UnregisterSettings( "Project", "Plugins", "GameAnalytics" );
    }
}
开发者ID:GameAnalytics,项目名称:GA-SDK-UNREAL,代码行数:8,代码来源:GameAnalyticsEditor.cpp

示例11: ShutdownModule

void FEditorLiveStreaming::ShutdownModule()
{
	// Unregister settings
	ISettingsModule* SettingsModule = ISettingsModule::Get();
	if( SettingsModule != nullptr )
	{
		SettingsModule->UnregisterSettings( "Editor", "General", "EditorLiveStreaming" );
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:9,代码来源:EditorLiveStreaming.cpp

示例12: ShutdownModule

	virtual void ShutdownModule() override
	{
		ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");

		if (SettingsModule != nullptr)
		{
			SettingsModule->UnregisterSettings("Project", "Platforms", "iOS");
		}
	}
开发者ID:Codermay,项目名称:Unreal4,代码行数:9,代码来源:IOSPlatformEditorModule.cpp

示例13: ShutdownModule

	virtual void ShutdownModule() override
	{
		ISettingsModule* SettingsModule = ISettingsModule::Get();

		if (SettingsModule != nullptr)
		{
			SettingsModule->UnregisterSettings("Project", "Platforms", "Android");
		}
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:9,代码来源:AndroidPlatformEditorModule.cpp

示例14: StartupModule

	virtual void StartupModule() override
	{
		// register settings detail panel customization
		FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
		PropertyModule.RegisterCustomClassLayout(
			"IOSRuntimeSettings",
			FOnGetDetailCustomizationInstance::CreateStatic(&FIOSTargetSettingsCustomization::MakeInstance)
		);

		FOnUpdateMaterialShaderQuality UpdateMaterials = FOnUpdateMaterialShaderQuality::CreateLambda([]()
		{
			FGlobalComponentRecreateRenderStateContext Recreate;
			FlushRenderingCommands();
			UMaterial::AllMaterialsCacheResourceShadersForRendering();
			UMaterialInstance::AllMaterialsCacheResourceShadersForRendering();
		});

		PropertyModule.RegisterCustomClassLayout(
			UShaderPlatformQualitySettings::StaticClass()->GetFName(),
			FOnGetDetailCustomizationInstance::CreateStatic(&FMaterialShaderQualitySettingsCustomization::MakeInstance, UpdateMaterials)
			);

		PropertyModule.NotifyCustomizationModuleChanged();

		// register settings
		ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");

		if (SettingsModule != nullptr)
		{
			SettingsModule->RegisterSettings("Project", "Platforms", "iOS",
				LOCTEXT("RuntimeSettingsName", "iOS"),
				LOCTEXT("RuntimeSettingsDescription", "Settings and resources for the iOS platform"),
				GetMutableDefault<UIOSRuntimeSettings>()
			);

			{
				static FName NAME_OPENGL_ES2_IOS(TEXT("GLSL_ES2_IOS"));
				const UShaderPlatformQualitySettings* IOSMaterialQualitySettings = UMaterialShaderQualitySettings::Get()->GetShaderPlatformQualitySettings(NAME_OPENGL_ES2_IOS);
				SettingsModule->RegisterSettings("Project", "Platforms", "iOSES2Quality",
					LOCTEXT("IOSES2QualitySettingsName", "iOS Material Quality - ES2"),
					LOCTEXT("IOSES2QualitySettingsDescription", "Settings for iOS ES2 material quality"),
					IOSMaterialQualitySettings
					);
			}

			{
				static FName NAME_SF_METAL(TEXT("SF_METAL"));
				const UShaderPlatformQualitySettings* IOSMaterialQualitySettings = UMaterialShaderQualitySettings::Get()->GetShaderPlatformQualitySettings(NAME_SF_METAL);
				SettingsModule->RegisterSettings("Project", "Platforms", "iOSMetalQuality",
					LOCTEXT("IOSMetalQualitySettingsName", "iOS Material Quality - Metal"),
					LOCTEXT("IOSMetalQualitySettingsDescription", "Settings for iOS Metal material quality"),
					IOSMaterialQualitySettings
				);
			}
		}
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:56,代码来源:IOSPlatformEditorModule.cpp

示例15: ShutdownModule

void FIntroTutorials::ShutdownModule()
{
	if (!bDisableTutorials && !IsRunningCommandlet())
	{
		FSourceCodeNavigation::AccessOnCompilerNotFound().RemoveAll( this );

		FAssetToolsModule* AssetToolsModule = FModuleManager::GetModulePtr<FAssetToolsModule>("AssetTools");
		if (AssetToolsModule)
		{
			IAssetTools& AssetTools = AssetToolsModule->Get();
			for(const auto& RegisteredClassTypeAction : RegisteredClassTypeActions)
			{
				AssetTools.UnregisterClassTypeActions(RegisteredClassTypeAction);
			}
		}
	}

	if (BlueprintEditorExtender.IsValid() && FModuleManager::Get().IsModuleLoaded("Kismet"))
	{
		FBlueprintEditorModule& BPEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
		BPEditorModule.GetMenuExtensibilityManager()->RemoveExtender(BlueprintEditorExtender);
	}
	if (MainMenuExtender.IsValid() && FModuleManager::Get().IsModuleLoaded("LevelEditor"))
	{
		FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>( "LevelEditor" );
		LevelEditorModule.GetMenuExtensibilityManager()->RemoveExtender(MainMenuExtender);
	}
	if (FModuleManager::Get().IsModuleLoaded("MainFrame"))
	{
		IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
		MainFrameModule.OnMainFrameCreationFinished().RemoveAll(this);
	}

	ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
	if (SettingsModule != nullptr)
	{
		SettingsModule->UnregisterSettings("Editor", "General", "Tutorials");
		SettingsModule->UnregisterSettings("Project", "Engine", "Tutorials");
	}

	if(FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
	{
		FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
		PropertyEditorModule.UnregisterCustomPropertyTypeLayout("TutorialContent");
		PropertyEditorModule.UnregisterCustomPropertyTypeLayout("TutorialWidgetReference");
		PropertyEditorModule.UnregisterCustomClassLayout("EditorTutorial");
	}

	if(ContentIntroCurve.IsValid())
	{
		ContentIntroCurve.Get()->RemoveFromRoot();
		ContentIntroCurve = nullptr;
	}

	FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(TEXT("TutorialsBrowser"));
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:56,代码来源:IntroTutorials.cpp


注:本文中的ISettingsModule类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。