133 lines
3.8 KiB
C++
133 lines
3.8 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 - 2024 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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#pragma once
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#include "Subsystems/EngineSubsystem.h"
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#include "Templates/UniquePtr.h"
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#include "UObject/ObjectMacros.h"
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#include "SGSettings/SGGameUserSettingsSettings.h"
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#include "SGSettings/SGInitializationSettings.h"
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#include "SGSettings/SGTrackingSettings.h"
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#include "SGSettings/SGVirtualHandSettings.h"
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#include "SGSettings.generated.h"
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/**
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* Implements the settings for the SenseGlove Unreal Engine Plugin.
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*/
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UCLASS(config = SenseGloveSettings, DefaultConfig)
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class SENSEGLOVESETTINGS_API USGSettings : public UEngineSubsystem
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{
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GENERATED_BODY()
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public:
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static USGSettings* GetInstance();
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private:
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struct FImpl;
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struct FImplDeleter
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{
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void operator()(const FImpl* P) const;
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};
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TUniquePtr<FImpl, FImplDeleter> Pimpl;
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FImplDeleter PimplDeleter;
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private:
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UPROPERTY(Config, EditDefaultsOnly, Category = "SenseGlove")
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FSGInitializationSettings InitializationSettings;
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UPROPERTY(Config, EditDefaultsOnly, Category = "SenseGlove")
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FSGGameUserSettingsSettings GameUserSettings;
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UPROPERTY(Config, EditDefaultsOnly, Category = "SenseGlove")
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FSGTrackingSettings TrackingSettings;
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UPROPERTY(Config, EditDefaultsOnly, Category="SenseGlove")
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FSGVirtualHandSettings VirtualHandSettings;
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private:
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USGSettings();
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public:
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FORCEINLINE const FSGInitializationSettings& GetInitializationSettings() const
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{
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return InitializationSettings;
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}
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void SetInitializationSettings(const FSGInitializationSettings& InInitializationSettings)
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{
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InitializationSettings = InInitializationSettings;
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}
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FORCEINLINE const FSGGameUserSettingsSettings& GetGameUserSettings() const
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{
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return GameUserSettings;
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}
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void SetGameUserSettings(const FSGGameUserSettingsSettings& InGameUserSettings)
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{
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GameUserSettings = InGameUserSettings;
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}
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FORCEINLINE const FSGTrackingSettings& GetTrackingSettings() const
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{
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return TrackingSettings;
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}
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void SetTrackingSettings(const FSGTrackingSettings& InTrackingSettings)
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{
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TrackingSettings = InTrackingSettings;
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}
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FORCEINLINE const FSGVirtualHandSettings& GetVirtualHandSettings() const
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{
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return VirtualHandSettings;
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}
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void SetVirtualHandSettings(const FSGVirtualHandSettings& InVirtualHandSettings)
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{
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VirtualHandSettings = InVirtualHandSettings;
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}
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public:
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virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void Deinitialize() override;
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}; |