Files
Plugin/Source/SenseGloveSettings/Private/SenseGloveSettingsModule.cpp
T

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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2025 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 "Modules/ModuleManager.h"
#include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h"
#define LOCTEXT_NAMESPACE "FSenseGloveSettingsModule"
void FSenseGloveSettingsModule::StartupModule()
{
SGLOG("Starting up the SenseGloveSettings module...");
SGLOG("Trying to get the Unreal Engine's Settings module...");
ISettingsModule* SettingsModule{FModuleManager::GetModulePtr<ISettingsModule>("Settings")};
if (SettingsModule)
{
SGLOG("Registering the SenseGlove settings manager through the Unreal Engine's Settings module...");
ISettingsSectionPtr SenseGloveSettingsSection{
SettingsModule->RegisterSettings(
"Project", "Plugins", "SenseGloveSettings",
LOCTEXT("RuntimeSettingsName", "SenseGlove"),
LOCTEXT("RuntimeSettingsDescription", "Configure the SenseGlove settings"),
GetMutableDefault<USGSettings>()
)
};
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 the SenseGloveSettings module...");
}
void FSenseGloveSettingsModule::PostLoadCallback()
{
SGLOG("Loading of SenseGloveSettings module has succeeded!");
}
void FSenseGloveSettingsModule::ShutdownModule()
{
SGLOG("Shutting down the SenseGloveSettings module...");
SGLOG("Trying to get the Unreal Engine's Settings module...");
ISettingsModule* SettingsModule{FModuleManager::GetModulePtr<ISettingsModule>("Settings")};
if (SettingsModule)
{
SGLOG("Unregistering the SenseGlove settings manager through the Unreal Engine's Settings module...");
SettingsModule->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<USGSettings>();
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