// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Serialization/ISerializable.h"
///
/// Base class for all global settings containers for the engine. Helps to apply, store and expose properties to engine/game.
///
API_CLASS(Abstract) class FLAXENGINE_API SettingsBase : public ISerializable
{
DECLARE_SCRIPTING_TYPE_MINIMAL(SettingsBase);
public:
///
/// Applies the settings to the target system.
///
virtual void Apply()
{
}
public:
// [ISerializable]
void Serialize(SerializeStream& stream, const void* otherObj) override
{
// Not supported (Editor C# edits settings data)
}
};
// Helper utility define for settings getter implementation code
#define IMPLEMENT_SETTINGS_GETTER(type, field) \
type* type::Get() \
{ \
static type DefaultInstance; \
type* result = &DefaultInstance; \
const auto gameSettings = GameSettings::Get(); \
if (gameSettings) \
{ \
const auto asset = Content::Load(gameSettings->field); \
if (asset && asset->Instance && asset->InstanceType == type::TypeInitializer) \
{ \
result = static_cast(asset->Instance); \
} \
} \
return result; \
}