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171
Source/Engine/Core/Config/GameSettings.cpp
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171
Source/Engine/Core/Config/GameSettings.cpp
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "GameSettings.h"
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#include "Engine/Serialization/JsonTools.h"
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#include "Engine/Physics/PhysicsSettings.h"
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#include "Engine/Core/Log.h"
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#include "LayersTagsSettings.h"
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#include "TimeSettings.h"
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#include "PlatformSettings.h"
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#include "GraphicsSettings.h"
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#include "BuildSettings.h"
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#include "Engine/Input/InputSettings.h"
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#include "Engine/Audio/AudioSettings.h"
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#include "Engine/Navigation/NavigationSettings.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/JsonAsset.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Engine/Globals.h"
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#include "Engine/Engine/Time.h"
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String GameSettings::ProductName;
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String GameSettings::CompanyName;
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String GameSettings::CopyrightNotice;
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Guid GameSettings::Icon;
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Guid GameSettings::FirstScene;
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bool GameSettings::NoSplashScreen = false;
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Guid GameSettings::SplashScreen;
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Dictionary<String, Guid> GameSettings::CustomSettings;
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Array<SettingsBase*> SettingsBase::Containers(32);
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#if USE_EDITOR
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extern void LoadPlatformSettingsEditor(ISerializable::DeserializeStream& data);
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#endif
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void TimeSettings::Apply()
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{
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Time::UpdateFPS = UpdateFPS;
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Time::PhysicsFPS = PhysicsFPS;
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Time::DrawFPS = DrawFPS;
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Time::TimeScale = TimeScale;
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}
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class GameSettingsService : public EngineService
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{
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public:
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GameSettingsService()
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: EngineService(TEXT("GameSettings"), -70)
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{
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GameSettings::Icon = Guid::Empty;
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GameSettings::FirstScene = Guid::Empty;
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GameSettings::SplashScreen = Guid::Empty;
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}
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bool Init() override
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{
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return GameSettings::Load();
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}
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};
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GameSettingsService GameSettingsServiceInstance;
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bool GameSettings::Load()
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{
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CustomSettings.Clear();
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#if USE_EDITOR
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#define END_POINT(msg) LOG(Warning, msg " Using default values."); return false
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#else
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#define END_POINT(msg) LOG(Fatal, msg); return true
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#endif
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#define LOAD_SETTINGS(nodeName, settingsType) \
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{ \
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Guid id = JsonTools::GetGuid(data, nodeName); \
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if (id.IsValid()) \
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{ \
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AssetReference<JsonAsset> subAsset = Content::LoadAsync<JsonAsset>(id); \
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if (subAsset) \
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{ \
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if (!subAsset->WaitForLoaded()) \
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{ \
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settingsType::Instance()->Deserialize(*subAsset->Data, nullptr); \
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settingsType::Instance()->Apply(); \
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} \
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} \
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else \
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{ LOG(Warning, "Cannot load " nodeName " settings"); } \
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} \
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else \
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{ LOG(Warning, "Missing " nodeName " settings"); } \
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}
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// Load root game settings asset.
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// It may be missing in editor during dev but must be ready in the build game.
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const auto assetPath = Globals::ProjectContentFolder / TEXT("GameSettings.json");
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AssetReference<JsonAsset> asset = Content::LoadAsync<JsonAsset>(assetPath);
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if (asset == nullptr)
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{
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END_POINT("Missing game settings asset.");
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}
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if (asset->WaitForLoaded()
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|| asset->DataTypeName != TEXT("FlaxEditor.Content.Settings.GameSettings")
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|| asset->Data == nullptr)
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{
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END_POINT("Cannot load game settings asset.");
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}
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auto& data = *asset->Data;
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// Load settings
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ProductName = JsonTools::GetString(data, "ProductName");
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CompanyName = JsonTools::GetString(data, "CompanyName");
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CopyrightNotice = JsonTools::GetString(data, "CopyrightNotice");
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Icon = JsonTools::GetGuid(data, "Icon");
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FirstScene = JsonTools::GetGuid(data, "FirstScene");
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NoSplashScreen = JsonTools::GetBool(data, "NoSplashScreen", NoSplashScreen);
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SplashScreen = JsonTools::GetGuid(data, "SplashScreen");
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const auto customSettings = data.FindMember("CustomSettings");
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if (customSettings != data.MemberEnd())
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{
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auto& items = customSettings->value;
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for (auto it = items.MemberBegin(); it != items.MemberEnd(); ++it)
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{
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if (it->value.IsString() && it->value.GetStringLength() == 32)
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{
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String key = it->name.GetText();
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const Guid value = JsonTools::GetGuid(it->value);
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CustomSettings[key] = value;
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}
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}
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}
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// Load child settings
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LOAD_SETTINGS("Time", TimeSettings);
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LOAD_SETTINGS("Physics", PhysicsSettings);
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LOAD_SETTINGS("LayersAndTags", LayersAndTagsSettings);
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LOAD_SETTINGS("Graphics", GraphicsSettings);
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LOAD_SETTINGS("GameCooking", BuildSettings);
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LOAD_SETTINGS("Input", InputSettings);
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LOAD_SETTINGS("Audio", AudioSettings);
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LOAD_SETTINGS("Navigation", NavigationSettings);
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// Load platform settings
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// TODO: refactor platform settings impl to be more modular (better multi-platform handling)
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#if PLATFORM_WINDOWS
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LOAD_SETTINGS("WindowsPlatform", WindowsPlatformSettings);
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#endif
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#if PLATFORM_UWP
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LOAD_SETTINGS("UWPPlatform", UWPPlatformSettings);
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#endif
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#if PLATFORM_LINUX
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LOAD_SETTINGS("LinuxPlatform", LinuxPlatformSettings);
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#endif
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#if PLATFORM_PS4
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LOAD_SETTINGS("PS4Platform", PS4PlatformSettings);
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#endif
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#if PLATFORM_XBOX_SCARLETT
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LOAD_SETTINGS("XboxScarlettPlatform", XboxScarlettPlatformSettings);
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#endif
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#if PLATFORM_ANDROID
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LOAD_SETTINGS("AndroidPlatform", AndroidPlatformSettings);
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#endif
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#if USE_EDITOR
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LoadPlatformSettingsEditor(data);
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#endif
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return false;
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#undef END_POINT
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}
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