Files
FlaxEngine/Source/Engine/Core/Config/GameSettings.cpp
2020-12-21 14:53:27 +01:00

172 lines
5.2 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "GameSettings.h"
#include "Engine/Serialization/JsonTools.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"
#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
{
public:
GameSettingsService()
: EngineService(TEXT("GameSettings"), -70)
{
GameSettings::Icon = Guid::Empty;
GameSettings::FirstScene = Guid::Empty;
GameSettings::SplashScreen = Guid::Empty;
}
bool Init() override
{
return GameSettings::Load();
}
};
GameSettingsService GameSettingsServiceInstance;
bool GameSettings::Load()
{
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) \
{ \
if (!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())
{
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;
}
}
}
// 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);
// Load platform settings
// TODO: refactor platform settings impl to be more modular (better multi-platform handling)
#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
}