Files
FlaxEngine/Source/Engine/Core/Config/GameSettings.cpp
2021-03-14 23:58:19 +01:00

243 lines
7.1 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#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"
#include "TimeSettings.h"
#include "PlatformSettings.h"
#include "GraphicsSettings.h"
#include "BuildSettings.h"
#include "Engine/Input/InputSettings.h"
#include "Engine/Audio/AudioSettings.h"
#include "Engine/Navigation/NavigationSettings.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/JsonAsset.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Engine/Globals.h"
class GameSettingsService : public EngineService
{
public:
GameSettingsService()
: EngineService(TEXT("GameSettings"), -70)
{
}
bool Init() override
{
return GameSettings::Load();
}
};
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)
{
#if USE_EDITOR
// Allow lack of Game Settings in Editor
return false;
#else
return true;
#endif
}
// 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();
const auto customSettings = stream.FindMember("CustomSettings");
if (customSettings != stream.MemberEnd())
{
auto& items = customSettings->value;
for (auto it = items.MemberBegin(); it != items.MemberEnd(); ++it)
{
if (it->value.IsString() && it->value.GetStringLength() == 32)
{
String key = it->name.GetText();
const Guid value = JsonTools::GetGuid(it->value);
CustomSettings[key] = value;
}
}
}
// Settings containers
DESERIALIZE(Time);
DESERIALIZE(Audio);
DESERIALIZE(LayersAndTags);
DESERIALIZE(Physics);
DESERIALIZE(Input);
DESERIALIZE(Graphics);
DESERIALIZE(Navigation);
DESERIALIZE(GameCooking);
// Per-platform settings containers
DESERIALIZE(WindowsPlatform);
DESERIALIZE(UWPPlatform);
DESERIALIZE(LinuxPlatform);
DESERIALIZE(PS4Platform);
DESERIALIZE(XboxScarlettPlatform);
DESERIALIZE(AndroidPlatform);
}
void LayersAndTagsSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
const auto tags = stream.FindMember("Tags");
if (tags != stream.MemberEnd() && tags->value.IsArray())
{
auto& tagsArray = tags->value;
Tags.Clear();
Tags.EnsureCapacity(tagsArray.Size());
for (uint32 i = 0; i < tagsArray.Size(); i++)
{
auto& v = tagsArray[i];
if (v.IsString())
Tags.Add(v.GetText());
}
}
const auto layers = stream.FindMember("Layers");
if (layers != stream.MemberEnd() && layers->value.IsArray())
{
auto& layersArray = layers->value;
for (uint32 i = 0; i < layersArray.Size() && i < 32; i++)
{
auto& v = layersArray[i];
if (v.IsString())
Layers[i] = v.GetText();
else
Layers[i].Clear();
}
for (uint32 i = layersArray.Size(); i < 32; i++)
{
Layers[i].Clear();
}
}
}