Refactor settings types to use scripting API

This commit is contained in:
Wojtek Figat
2021-01-05 14:14:34 +01:00
parent cc8e78b505
commit be319c446d
75 changed files with 955 additions and 1431 deletions

View File

@@ -2,6 +2,7 @@
#include "GameSettings.h"
#include "Engine/Serialization/JsonTools.h"
#include "Engine/Scripting/ScriptingType.h"
#include "Engine/Physics/PhysicsSettings.h"
#include "Engine/Core/Log.h"
#include "LayersTagsSettings.h"
@@ -17,30 +18,6 @@
#include "Engine/Content/AssetReference.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Engine/Globals.h"
#include "Engine/Engine/Time.h"
String GameSettings::ProductName;
String GameSettings::CompanyName;
String GameSettings::CopyrightNotice;
Guid GameSettings::Icon;
Guid GameSettings::FirstScene;
bool GameSettings::NoSplashScreen = false;
Guid GameSettings::SplashScreen;
Dictionary<String, Guid> GameSettings::CustomSettings;
Array<Settings*> Settings::Containers(32);
#if USE_EDITOR
extern void LoadPlatformSettingsEditor(ISerializable::DeserializeStream& data);
#endif
void TimeSettings::Apply()
{
Time::UpdateFPS = UpdateFPS;
Time::PhysicsFPS = PhysicsFPS;
Time::DrawFPS = DrawFPS;
Time::TimeScale = TimeScale;
}
class GameSettingsService : public EngineService
{
@@ -49,9 +26,6 @@ public:
GameSettingsService()
: EngineService(TEXT("GameSettings"), -70)
{
GameSettings::Icon = Guid::Empty;
GameSettings::FirstScene = Guid::Empty;
GameSettings::SplashScreen = Guid::Empty;
}
bool Init() override
@@ -60,62 +34,141 @@ public:
}
};
IMPLEMENT_SETTINGS_GETTER(BuildSettings, GameCooking);
IMPLEMENT_SETTINGS_GETTER(GraphicsSettings, Graphics);
IMPLEMENT_SETTINGS_GETTER(LayersAndTagsSettings, LayersAndTags);
IMPLEMENT_SETTINGS_GETTER(TimeSettings, Time);
IMPLEMENT_SETTINGS_GETTER(AudioSettings, Audio);
IMPLEMENT_SETTINGS_GETTER(PhysicsSettings, Physics);
IMPLEMENT_SETTINGS_GETTER(InputSettings, Input);
#if !USE_EDITOR
#if PLATFORM_WINDOWS
IMPLEMENT_SETTINGS_GETTER(WindowsPlatformSettings, WindowsPlatform);
#elif PLATFORM_UWP || PLATFORM_XBOX_ONE
IMPLEMENT_SETTINGS_GETTER(UWPPlatformSettings, UWPPlatform);
#elif PLATFORM_LINUX
IMPLEMENT_SETTINGS_GETTER(LinuxPlatformSettings, LinuxPlatform);
#elif PLATFORM_PS4
IMPLEMENT_SETTINGS_GETTER(PS4PlatformSettings, PS4Platform);
#elif PLATFORM_XBOX_SCARLETT
IMPLEMENT_SETTINGS_GETTER(XboxScarlettPlatformSettings, XboxScarlettPlatform);
#elif PLATFORM_ANDROID
IMPLEMENT_SETTINGS_GETTER(AndroidPlatformSettings, AndroidPlatform);
#else
#error Unknown platform
#endif
#endif
GameSettingsService GameSettingsServiceInstance;
AssetReference<JsonAsset> GameSettingsAsset;
GameSettings* GameSettings::Get()
{
if (!GameSettingsAsset)
{
// Load root game settings asset.
// It may be missing in editor during dev but must be ready in the build game.
const auto assetPath = Globals::ProjectContentFolder / TEXT("GameSettings.json");
GameSettingsAsset = Content::LoadAsync<JsonAsset>(assetPath);
if (GameSettingsAsset == nullptr)
{
LOG(Error, "Missing game settings asset.");
return nullptr;
}
if (GameSettingsAsset->WaitForLoaded())
{
return nullptr;
}
if (GameSettingsAsset->InstanceType != GameSettings::TypeInitializer)
{
LOG(Error, "Invalid game settings asset data type.");
return nullptr;
}
}
auto asset = GameSettingsAsset.Get();
if (asset && asset->WaitForLoaded())
asset = nullptr;
return asset ? (GameSettings*)asset->Instance : nullptr;
}
bool GameSettings::Load()
{
// Load main settings asset
auto settings = Get();
if (!settings)
{
return true;
}
// Preload all settings assets
#define PRELOAD_SETTINGS(type) \
{ \
if (settings->type) \
{ \
Content::LoadAsync<JsonAsset>(settings->type); \
} \
else \
{ \
LOG(Warning, "Missing {0} settings", TEXT(#type)); \
} \
}
PRELOAD_SETTINGS(Time);
PRELOAD_SETTINGS(Audio);
PRELOAD_SETTINGS(LayersAndTags);
PRELOAD_SETTINGS(Physics);
PRELOAD_SETTINGS(Input);
PRELOAD_SETTINGS(Graphics);
PRELOAD_SETTINGS(Navigation);
PRELOAD_SETTINGS(GameCooking);
#undef PRELOAD_SETTINGS
// Apply the game settings to the engine
settings->Apply();
return false;
}
void GameSettings::Apply()
{
// TODO: impl this
#define APPLY_SETTINGS(type) \
{ \
type* obj = type::Get(); \
if (obj) \
{ \
obj->Apply(); \
} \
else \
{ \
LOG(Warning, "Missing {0} settings", TEXT(#type)); \
} \
}
APPLY_SETTINGS(TimeSettings);
APPLY_SETTINGS(AudioSettings);
APPLY_SETTINGS(LayersAndTagsSettings);
APPLY_SETTINGS(PhysicsSettings);
APPLY_SETTINGS(InputSettings);
APPLY_SETTINGS(GraphicsSettings);
APPLY_SETTINGS(NavigationSettings);
APPLY_SETTINGS(BuildSettings);
APPLY_SETTINGS(PlatformSettings);
#undef APPLY_SETTINGS
}
void GameSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Load properties
ProductName = JsonTools::GetString(stream, "ProductName");
CompanyName = JsonTools::GetString(stream, "CompanyName");
CopyrightNotice = JsonTools::GetString(stream, "CopyrightNotice");
Icon = JsonTools::GetGuid(stream, "Icon");
FirstScene = JsonTools::GetGuid(stream, "FirstScene");
NoSplashScreen = JsonTools::GetBool(stream, "NoSplashScreen", NoSplashScreen);
SplashScreen = JsonTools::GetGuid(stream, "SplashScreen");
CustomSettings.Clear();
#if USE_EDITOR
#define END_POINT(msg) LOG(Warning, msg " Using default values."); return false
#else
#define END_POINT(msg) LOG(Fatal, msg); return true
#endif
#define LOAD_SETTINGS(nodeName, settingsType) \
{ \
Guid id = JsonTools::GetGuid(data, nodeName); \
if (id.IsValid()) \
{ \
AssetReference<JsonAsset> subAsset = Content::LoadAsync<JsonAsset>(id); \
if (subAsset && !subAsset->WaitForLoaded()) \
{ \
settingsType::Instance()->Deserialize(*subAsset->Data, nullptr); \
settingsType::Instance()->Apply(); \
} \
else \
{ LOG(Warning, "Cannot load " nodeName " settings"); } \
} \
else \
{ LOG(Warning, "Missing " nodeName " settings"); } \
}
// Load root game settings asset.
// It may be missing in editor during dev but must be ready in the build game.
const auto assetPath = Globals::ProjectContentFolder / TEXT("GameSettings.json");
AssetReference<JsonAsset> asset = Content::LoadAsync<JsonAsset>(assetPath);
if (asset == nullptr)
{
END_POINT("Missing game settings asset.");
}
if (asset->WaitForLoaded()
|| asset->DataTypeName != TEXT("FlaxEditor.Content.Settings.GameSettings")
|| asset->Data == nullptr)
{
END_POINT("Cannot load game settings asset.");
}
auto& data = *asset->Data;
// Load settings
ProductName = JsonTools::GetString(data, "ProductName");
CompanyName = JsonTools::GetString(data, "CompanyName");
CopyrightNotice = JsonTools::GetString(data, "CopyrightNotice");
Icon = JsonTools::GetGuid(data, "Icon");
FirstScene = JsonTools::GetGuid(data, "FirstScene");
NoSplashScreen = JsonTools::GetBool(data, "NoSplashScreen", NoSplashScreen);
SplashScreen = JsonTools::GetGuid(data, "SplashScreen");
const auto customSettings = data.FindMember("CustomSettings");
if (customSettings != data.MemberEnd())
const auto customSettings = stream.FindMember("CustomSettings");
if (customSettings != stream.MemberEnd())
{
auto& items = customSettings->value;
for (auto it = items.MemberBegin(); it != items.MemberEnd(); ++it)
@@ -129,39 +182,21 @@ bool GameSettings::Load()
}
}
// Load child settings
LOAD_SETTINGS("Time", TimeSettings);
LOAD_SETTINGS("Physics", PhysicsSettings);
LOAD_SETTINGS("LayersAndTags", LayersAndTagsSettings);
LOAD_SETTINGS("Graphics", GraphicsSettings);
LOAD_SETTINGS("GameCooking", BuildSettings);
LOAD_SETTINGS("Input", InputSettings);
LOAD_SETTINGS("Audio", AudioSettings);
LOAD_SETTINGS("Navigation", NavigationSettings);
// Settings containers
DESERIALIZE(Time);
DESERIALIZE(Audio);
DESERIALIZE(LayersAndTags);
DESERIALIZE(Physics);
DESERIALIZE(Input);
DESERIALIZE(Graphics);
DESERIALIZE(Navigation);
DESERIALIZE(GameCooking);
// Load platform settings
#if PLATFORM_WINDOWS
LOAD_SETTINGS("WindowsPlatform", WindowsPlatformSettings);
#endif
#if PLATFORM_UWP
LOAD_SETTINGS("UWPPlatform", UWPPlatformSettings);
#endif
#if PLATFORM_LINUX
LOAD_SETTINGS("LinuxPlatform", LinuxPlatformSettings);
#endif
#if PLATFORM_PS4
LOAD_SETTINGS("PS4Platform", PS4PlatformSettings);
#endif
#if PLATFORM_XBOX_SCARLETT
LOAD_SETTINGS("XboxScarlettPlatform", XboxScarlettPlatformSettings);
#endif
#if PLATFORM_ANDROID
LOAD_SETTINGS("AndroidPlatform", AndroidPlatformSettings);
#endif
#if USE_EDITOR
LoadPlatformSettingsEditor(data);
#endif
return false;
#undef END_POINT
// Per-platform settings containers
DESERIALIZE(WindowsPlatform);
DESERIALIZE(UWPPlatform);
DESERIALIZE(LinuxPlatform);
DESERIALIZE(PS4Platform);
DESERIALIZE(XboxScarlettPlatform);
DESERIALIZE(AndroidPlatform);
}