/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2023 SenseGlove * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * @section DESCRIPTION * * */ #include "SenseGloveSettingsModule.h" #include "ISettingsModule.h" #include "ISettingsSection.h" #include "SGLog/SGLog.h" #include "SGSettings/SGSettings.h" #define LOCTEXT_NAMESPACE "FSenseGloveSettingsModule" void FSenseGloveSettingsModule::StartupModule() { SGLOG("Starting up SenseGloveSettings module..."); SGLOG("Trying to get the Unreal Engine's Settings module..."); ISettingsModule* SettingModule{FModuleManager::GetModulePtr("Settings")}; if (SettingModule) { SGLOG("Registering the SenseGlove settings manager through the Unreal Engine's Settings module..."); ISettingsSectionPtr SenseGloveSettingsSection{ SettingModule->RegisterSettings( "Project", "Plugins", "SenseGloveSettings", LOCTEXT("RuntimeSettingsName", "SenseGlove"), LOCTEXT("RuntimeSettingsDescription", "Configure the SenseGlove settings"), GetMutableDefault() ) }; if (SenseGloveSettingsSection.IsValid()) { SenseGloveSettingsSection->OnModified().BindRaw(this, &FSenseGloveSettingsModule::OnSettingsSaved); SGLOG("Successfully registered the SenseGlove settings manager!"); } else { SGLOG_ERROR("Failed to register the SenseGlove settings manager!"); } } else { SGLOG_ERROR("Failed to get the Unreal Engine's Settings module!"); } } void FSenseGloveSettingsModule::PreUnloadCallback() { SGLOG("Unloading SenseGloveSettings module..."); } void FSenseGloveSettingsModule::PostLoadCallback() { SGLOG("Loading of SenseGloveSettings module has succeeded!"); } void FSenseGloveSettingsModule::ShutdownModule() { SGLOG("Shutting down SenseGloveSettings module..."); SGLOG("Trying to get the Unreal Engine's Settings module..."); ISettingsModule* SettingModule{FModuleManager::GetModulePtr("Settings")}; if (SettingModule) { SGLOG("Unregistering the SenseGlove settings manager through the Unreal Engine's Settings module..."); SettingModule->UnregisterSettings("Project", "Plugins", "SenseGloveSettings"); SGLOG("Successfully unregistered the SenseGlove settings manager!"); } else { SGLOG_ERROR("Failed to get the Unreal Engine's Settings module!"); } } bool FSenseGloveSettingsModule::OnSettingsSaved() const { USGSettings* Settings = GetMutableDefault(); bool bResaveConfig = false; /// TODO /// Validate settings here in case of invalid values. /// In that case, we have to set bResaveConfig to true. if (bResaveConfig) { Settings->SaveConfig(); } return true; } #undef LOCTEXT_NAMESPACE