48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Serialization/ISerializable.h"
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/// <summary>
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/// Base class for all global settings containers for the engine. Helps to apply, store and expose properties to engine/game.
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/// </summary>
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API_CLASS(Abstract) class FLAXENGINE_API SettingsBase : public ISerializable
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(SettingsBase);
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public:
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/// <summary>
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/// Applies the settings to the target system.
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/// </summary>
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virtual void Apply()
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{
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}
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public:
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// [ISerializable]
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void Serialize(SerializeStream& stream, const void* otherObj) override
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{
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// Not supported (Editor C# edits settings data)
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}
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};
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// Helper utility define for settings getter implementation code
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#define IMPLEMENT_SETTINGS_GETTER(type, field) \
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type* type::Get() \
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{ \
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static type DefaultInstance; \
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type* result = &DefaultInstance; \
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const auto gameSettings = GameSettings::Get(); \
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if (gameSettings) \
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{ \
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const auto asset = Content::Load<JsonAsset>(gameSettings->field); \
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if (asset && asset->Instance && asset->InstanceType == type::TypeInitializer) \
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{ \
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result = static_cast<type*>(asset->Instance); \
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} \
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} \
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return result; \
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}
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