132 lines
4.0 KiB
C++
132 lines
4.0 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2025 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SenseGloveSettingsModule.h"
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#include "ISettingsModule.h"
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#include "ISettingsSection.h"
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#include "Modules/ModuleManager.h"
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#include "SGLog/SGLog.h"
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#include "SGSettings/SGSettings.h"
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#define LOCTEXT_NAMESPACE "FSenseGloveSettingsModule"
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void FSenseGloveSettingsModule::StartupModule()
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{
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SGLOG("Starting up the SenseGloveSettings module...");
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SGLOG("Trying to get the Unreal Engine's Settings module...");
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ISettingsModule* SettingsModule{FModuleManager::GetModulePtr<ISettingsModule>("Settings")};
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if (SettingsModule)
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{
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SGLOG("Registering the SenseGlove settings manager through the Unreal Engine's Settings module...");
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ISettingsSectionPtr SenseGloveSettingsSection{
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SettingsModule->RegisterSettings(
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"Project", "Plugins", "SenseGloveSettings",
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LOCTEXT("RuntimeSettingsName", "SenseGlove"),
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LOCTEXT("RuntimeSettingsDescription", "Configure the SenseGlove settings"),
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GetMutableDefault<USGSettings>()
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)
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};
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if (SenseGloveSettingsSection.IsValid())
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{
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SenseGloveSettingsSection->OnModified().BindRaw(this, &FSenseGloveSettingsModule::OnSettingsSaved);
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SGLOG("Successfully registered the SenseGlove settings manager!");
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}
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else
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{
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SGLOG_ERROR("Failed to register the SenseGlove settings manager!");
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}
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}
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else
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{
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SGLOG_ERROR("Failed to get the Unreal Engine's Settings module!");
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}
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}
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void FSenseGloveSettingsModule::PreUnloadCallback()
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{
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SGLOG("Unloading the SenseGloveSettings module...");
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}
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void FSenseGloveSettingsModule::PostLoadCallback()
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{
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SGLOG("Loading of SenseGloveSettings module has succeeded!");
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}
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void FSenseGloveSettingsModule::ShutdownModule()
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{
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SGLOG("Shutting down the SenseGloveSettings module...");
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SGLOG("Trying to get the Unreal Engine's Settings module...");
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ISettingsModule* SettingsModule{FModuleManager::GetModulePtr<ISettingsModule>("Settings")};
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if (SettingsModule)
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{
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SGLOG("Unregistering the SenseGlove settings manager through the Unreal Engine's Settings module...");
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SettingsModule->UnregisterSettings("Project", "Plugins", "SenseGloveSettings");
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SGLOG("Successfully unregistered the SenseGlove settings manager!");
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}
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else
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{
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SGLOG_ERROR("Failed to get the Unreal Engine's Settings module!");
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}
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}
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bool FSenseGloveSettingsModule::OnSettingsSaved() const
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{
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USGSettings* Settings = GetMutableDefault<USGSettings>();
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bool bResaveConfig = false;
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/// TODO
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/// Validate settings here in case of invalid values.
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/// In that case, we have to set bResaveConfig to true.
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if (bResaveConfig)
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{
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Settings->SaveConfig();
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}
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return true;
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}
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#undef LOCTEXT_NAMESPACE |