Refactor settings types to use scripting API
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@@ -11,6 +11,10 @@
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#include "Engine/Serialization/FileWriteStream.h"
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#include "Editor/Utilities/EditorUtilities.h"
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#include "Engine/Engine/Globals.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/JsonAsset.h"
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IMPLEMENT_SETTINGS_GETTER(UWPPlatformSettings, UWPPlatform);
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bool UWPPlatformTools::UseAOT() const
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{
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@@ -37,7 +41,8 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
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bool isXboxOne = data.Platform == BuildPlatform::XboxOne;
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const auto platformDataPath = Globals::StartupFolder / TEXT("Source/Platforms");
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const auto uwpDataPath = platformDataPath / (isXboxOne ? TEXT("XboxOne") : TEXT("UWP")) / TEXT("Binaries");
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const auto platformSettings = UWPPlatformSettings::Instance();
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const auto gameSettings = GameSettings::Get();
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const auto platformSettings = UWPPlatformSettings::Get();
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Array<byte> fileTemplate;
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// Copy binaries
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@@ -66,7 +71,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
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}
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}
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const auto projectName = GameSettings::ProductName;
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const auto projectName = gameSettings->ProductName;
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auto defaultNamespace = projectName;
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ScriptsBuilder::FilterNamespaceText(defaultNamespace);
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const StringAnsi projectGuid = "{3A9A2246-71DD-4567-9ABF-3E040310E30E}";
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@@ -102,7 +107,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
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// Generate new temp cert if missing
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if (!FileSystem::FileExists(dstCertificatePath))
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{
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if (EditorUtilities::GenerateCertificate(GameSettings::CompanyName, dstCertificatePath))
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if (EditorUtilities::GenerateCertificate(gameSettings->CompanyName, dstCertificatePath))
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{
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LOG(Warning, "Failed to create certificate.");
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}
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@@ -159,8 +164,8 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
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auto now = DateTime::Now();
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file->WriteTextFormatted(
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(char*)fileTemplate.Get()
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, GameSettings::ProductName.ToStringAnsi()
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, GameSettings::CompanyName.ToStringAnsi()
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, gameSettings->ProductName.ToStringAnsi()
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, gameSettings->CompanyName.ToStringAnsi()
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, now.GetYear()
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);
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hasError = file->HasError();
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@@ -382,7 +387,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
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file->WriteTextFormatted(
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(char*)fileTemplate.Get()
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, projectName.ToStringAnsi() // {0} Display Name
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, GameSettings::CompanyName.ToStringAnsi() // {1} Company Name
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, gameSettings->CompanyName.ToStringAnsi() // {1} Company Name
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, productId.ToStringAnsi() // {2} Product ID
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, defaultNamespace.ToStringAnsi() // {3} Default Namespace
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);
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