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UnrealEngineUWP/Engine/Source/Editor/ProjectSettingsViewer/Private/ProjectSettingsViewerModule.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "ProjectSettingsViewerPrivatePCH.h"
#include "Engine/Console.h"
#include "ProjectTargetPlatformEditor.h"
#include "ISettingsCategory.h"
#include "ISettingsContainer.h"
#include "ISettingsEditorModel.h"
#include "ISettingsEditorModule.h"
#include "ISettingsModule.h"
#include "ISettingsViewer.h"
#include "ModuleManager.h"
#include "SDockTab.h"
#include "CookerSettings.h"
#include "Runtime/Engine/Classes/Engine/RendererSettings.h"
#include "Runtime/Engine/Classes/Engine/UserInterfaceSettings.h"
#include "Runtime/Engine/Classes/Sound/AudioSettings.h"
#include "Runtime/AIModule/Classes/Navigation/CrowdManager.h"
#include "Runtime/Engine/Classes/Animation/AnimationSettings.h"
#include "Editor/UnrealEd/Public/Settings/EditorProjectSettings.h"
#include "AISystem.h"
#include "GameFramework/InputSettings.h"
#include "AI/Navigation/RecastNavMesh.h"
#include "Engine/NetworkSettings.h"
#include "PhysicsEngine/PhysicsSettings.h"
#define LOCTEXT_NAMESPACE "FProjectSettingsViewerModule"
static const FName ProjectSettingsTabName("ProjectSettings");
/**
* Implements the ProjectSettingsViewer module.
*/
class FProjectSettingsViewerModule
: public IModuleInterface
, public ISettingsViewer
{
public:
// ISettingsViewer interface
virtual void ShowSettings( const FName& CategoryName, const FName& SectionName ) override
{
FGlobalTabmanager::Get()->InvokeTab(ProjectSettingsTabName);
ISettingsEditorModelPtr SettingsEditorModel = SettingsEditorModelPtr.Pin();
if (SettingsEditorModel.IsValid())
{
ISettingsCategoryPtr Category = SettingsEditorModel->GetSettingsContainer()->GetCategory(CategoryName);
if (Category.IsValid())
{
SettingsEditorModel->SelectSection(Category->GetSection(SectionName));
}
}
}
public:
// IModuleInterface interface
virtual void StartupModule() override
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
RegisterEngineSettings(*SettingsModule);
RegisterProjectSettings(*SettingsModule);
RegisterEditorSettings(*SettingsModule);
SettingsModule->RegisterViewer("Project", *this);
}
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(ProjectSettingsTabName, FOnSpawnTab::CreateRaw(this, &FProjectSettingsViewerModule::HandleSpawnSettingsTab))
.SetDisplayName(LOCTEXT("ProjectSettingsTabTitle", "Project Settings"))
.SetMenuType(ETabSpawnerMenuType::Hidden);
}
virtual void ShutdownModule() override
{
FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(ProjectSettingsTabName);
UnregisterSettings();
}
virtual bool SupportsDynamicReloading() override
{
return true;
}
protected:
/**
* Registers Engine settings.
*
* @param SettingsModule A reference to the settings module.
*/
void RegisterEngineSettings( ISettingsModule& SettingsModule )
{
// startup settings
SettingsModule.RegisterSettings("Project", "Engine", "General",
LOCTEXT("GeneralEngineSettingsName", "General Settings"),
LOCTEXT("ProjectGeneralSettingsDescription", "General options and defaults for the game engine."),
GetMutableDefault<UEngine>()
);
// audio settings
SettingsModule.RegisterSettings("Project", "Engine", "Audio",
LOCTEXT("EngineAudioSettingsName", "Audio"),
LOCTEXT("ProjectAudioSettingsDescription", "Audio settings."),
GetMutableDefault<UAudioSettings>()
);
// collision settings
SettingsModule.RegisterSettings("Project", "Engine", "Collision",
LOCTEXT("ProjectCollisionSettingsName", "Collision"),
LOCTEXT("ProjectCollisionSettingsDescription", "Set up and modify collision settings."),
GetMutableDefault<UCollisionProfile>()
);
// command console settings
SettingsModule.RegisterSettings("Project", "Engine", "Console",
LOCTEXT("ProjectConsoleSettingsName", "Console"),
LOCTEXT("ProjectConsoleSettingsDescription", "Configure the in-game input console."),
GetMutableDefault<UConsoleSettings>()
);
// input settings
SettingsModule.RegisterSettings("Project", "Engine", "Input",
LOCTEXT("EngineInputSettingsName", "Input"),
LOCTEXT("ProjectInputSettingsDescription", "Input settings, including default input action and axis bindings."),
GetMutableDefault<UInputSettings>()
);
// navigation system's class can be game specific so we need to find appropriate CDO
UNavigationSystem* NavSysCDO = (*GEngine->NavigationSystemClass != nullptr)
? GetMutableDefault<UNavigationSystem>(GEngine->NavigationSystemClass)
: GetMutableDefault<UNavigationSystem>();
SettingsModule.RegisterSettings("Project", "Engine", "NavigationSystem",
LOCTEXT("NavigationSystemSettingsName", "Navigation System"),
LOCTEXT("NavigationSystemSettingsDescription", "Settings for the navigation system."),
NavSysCDO
);
// navigation mesh
SettingsModule.RegisterSettings("Project", "Engine", "NavigationMesh",
LOCTEXT("NavigationMeshSettingsName", "Navigation Mesh"),
LOCTEXT("NavigationMeshSettingsDescription", "Settings for the navigation mesh."),
GetMutableDefault<ARecastNavMesh>()
);
// AI system
SettingsModule.RegisterSettings("Project", "Engine", "AISystem",
LOCTEXT("AISystemSettingsName", "AI System"),
LOCTEXT("AISystemSettingsDescription", "Settings for the AI System."),
GetMutableDefault<UAISystem>()
);
// Crowd manager
SettingsModule.RegisterSettings("Project", "Engine", "CrowdManager",
LOCTEXT("CrowdManagerSettingsName", "Crowd Manager"),
LOCTEXT("CrowdManagerSettingsDescription", "Settings for the AI Crowd Manager."),
GetMutableDefault<UCrowdManager>()
);
// Physics settings
SettingsModule.RegisterSettings("Project", "Engine", "Animation",
LOCTEXT("EngineAnimationSettingsName", "Animation"),
LOCTEXT("ProjectAnimationSettingsDescription", "Default animation settings."),
GetMutableDefault<UAnimationSettings>()
);
/*
// network settings
SettingsModule.RegisterSettings("Project", "Engine", "NetworkManager",
LOCTEXT("GameNetworkManagerSettingsName", "Network Manager"),
LOCTEXT("GameNetworkManagerSettingsDescription", "Game Network Manager settings."),
GetMutableDefault<UGameNetworkManagerSettings>()
);*/
// network settings
SettingsModule.RegisterSettings("Project", "Engine", "Network",
LOCTEXT("NetworkSettingsName", "Network"),
LOCTEXT("NetworkSettingsDescription", "Network settings."),
GetMutableDefault<UNetworkSettings>()
);
// Physics settings
SettingsModule.RegisterSettings("Project", "Engine", "Physics",
LOCTEXT("EnginePhysicsSettingsName", "Physics"),
LOCTEXT("ProjectPhysicsSettingsDescription", "Default physics settings."),
GetMutableDefault<UPhysicsSettings>()
);
// Rendering settings
SettingsModule.RegisterSettings("Project", "Engine", "Rendering",
LOCTEXT("EngineRenderingSettingsName", "Rendering"),
LOCTEXT("ProjectRenderingSettingsDescription", "Rendering settings."),
GetMutableDefault<URendererSettings>()
);
// UI settings
SettingsModule.RegisterSettings("Project", "Engine", "UI",
LOCTEXT("EngineUISettingsName", "User Interface"),
LOCTEXT("ProjectUISettingsDescription", "User Interface settings that control Slate and UMG."),
GetMutableDefault<UUserInterfaceSettings>()
);
// Cooker settings
SettingsModule.RegisterSettings("Project", "Engine", "Cooker",
LOCTEXT("CookerSettingsName", "Cooker"),
LOCTEXT("CookerSettingsDescription", "Various cooker settings."),
GetMutableDefault<UCookerSettings>()
);
}
/**
* Registers Project settings.
*
* @param SettingsModule A reference to the settings module.
*/
void RegisterProjectSettings( ISettingsModule& SettingsModule )
{
// general project settings
SettingsModule.RegisterSettings("Project", "Project", "General",
LOCTEXT("GeneralGameSettingsName", "Description"),
LOCTEXT("GeneralGameSettingsDescription", "Descriptions and other information about your project."),
GetMutableDefault<UGeneralProjectSettings>()
);
// map related settings
SettingsModule.RegisterSettings("Project", "Project", "Maps",
LOCTEXT("GameMapsSettingsName", "Maps & Modes"),
LOCTEXT("GameMapsSettingsDescription", "Default maps, game modes and other map related settings."),
GetMutableDefault<UGameMapsSettings>()
);
// packaging settings
SettingsModule.RegisterSettings("Project", "Project", "Packaging",
LOCTEXT("ProjectPackagingSettingsName", "Packaging"),
LOCTEXT("ProjectPackagingSettingsDescription", "Fine tune how your project is packaged for release."),
GetMutableDefault<UProjectPackagingSettings>()
);
// platforms settings
TWeakPtr<SWidget> ProjectTargetPlatformEditorPanel = FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").CreateProjectTargetPlatformEditorPanel();
SettingsModule.RegisterSettings("Project", "Project", "SupportedPlatforms",
LOCTEXT("ProjectSupportedPlatformsSettingsName", "Supported Platforms"),
LOCTEXT("ProjectSupportedPlatformsSettingsDescription", "Specify which platforms your project supports."),
ProjectTargetPlatformEditorPanel.Pin().ToSharedRef()
);
// movie settings
SettingsModule.RegisterSettings("Project", "Project", "Movies",
LOCTEXT("MovieSettingsName", "Movies"),
LOCTEXT("MovieSettingsDescription", "Movie player settings"),
GetMutableDefault<UMoviePlayerSettings>()
);
/*
// game session
SettingsModule.RegisterSettings("Project", "Project", "GameSession",
LOCTEXT("GameSessionettingsName", "Game Session"),
LOCTEXT("GameSessionSettingsDescription", "Game Session settings."),
GetMutableDefault<UGameSessionSettings>()
);
// head-up display
SettingsModule.RegisterSettings("Project", "Project", "HUD",
LOCTEXT("HudSettingsName", "HUD"),
LOCTEXT("HudSettingsDescription", "Head-up display (HUD) settings."),
GetMutableDefault<UHudSettings>()
);*/
}
/**
* Registers Editor settings.
*
* @param SettingsModule A reference to the settings module.
*/
void RegisterEditorSettings( ISettingsModule& SettingsModule )
{
// Appearance settings
SettingsModule.RegisterSettings("Project", "Editor", "Appearance",
LOCTEXT("AppearanceSettingsName", "Appearance"),
LOCTEXT("AppearanceSettingsDescription", "Settings pertaining to the appearance of the editor"),
GetMutableDefault<UEditorProjectAppearanceSettings>()
);
// view port settings
SettingsModule.RegisterSettings("Project", "Editor", "2D",
LOCTEXT("Editor2DSettingsName", "2D"),
LOCTEXT("Editor2DSettingsDescription", "Configure the settings for the 2D Level Editor."),
GetMutableDefault<ULevelEditor2DSettings>()
);
}
/** Unregisters all settings. */
void UnregisterSettings()
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsModule->UnregisterViewer("Project");
// engine settings
SettingsModule->UnregisterSettings("Project", "Engine", "General");
SettingsModule->UnregisterSettings("Project", "Engine", "CrowdManager");
SettingsModule->UnregisterSettings("Project", "Engine", "NavigationSystem");
SettingsModule->UnregisterSettings("Project", "Engine", "NavigationMesh");
SettingsModule->UnregisterSettings("Project", "Engine", "Input");
SettingsModule->UnregisterSettings("Project", "Engine", "Collision");
SettingsModule->UnregisterSettings("Project", "Engine", "Physics");
SettingsModule->UnregisterSettings("Project", "Engine", "Rendering");
// SettingsModule->UnregisterSettings("Project", "Engine", "NetworkManager");
// project settings
SettingsModule->UnregisterSettings("Project", "Project", "General");
SettingsModule->UnregisterSettings("Project", "Project", "Maps");
SettingsModule->UnregisterSettings("Project", "Project", "Packaging");
SettingsModule->UnregisterSettings("Project", "Project", "SupportedPlatforms");
SettingsModule->UnregisterSettings("Project", "Project", "Movies");
// Editor settings
SettingsModule->UnregisterSettings("Editor", "Editor", "Appearance");
// SettingsModule->UnregisterSettings("Project", "Project", "GameSession");
// SettingsModule->UnregisterSettings("Project", "Project", "HUD");
}
}
private:
/** Handles creating the project settings tab. */
TSharedRef<SDockTab> HandleSpawnSettingsTab( const FSpawnTabArgs& SpawnTabArgs )
{
TSharedRef<SWidget> SettingsEditor = SNullWidget::NullWidget;
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
ISettingsContainerPtr SettingsContainer = SettingsModule->GetContainer("Project");
if (SettingsContainer.IsValid())
{
ISettingsEditorModule& SettingsEditorModule = FModuleManager::GetModuleChecked<ISettingsEditorModule>("SettingsEditor");
ISettingsEditorModelRef SettingsEditorModel = SettingsEditorModule.CreateModel(SettingsContainer.ToSharedRef());
SettingsEditor = SettingsEditorModule.CreateEditor(SettingsEditorModel);
SettingsEditorModelPtr = SettingsEditorModel;
}
}
return SNew(SDockTab)
.TabRole(ETabRole::NomadTab)
[
SettingsEditor
];
}
private:
/** Holds a pointer to the settings editor's view model. */
TWeakPtr<ISettingsEditorModel> SettingsEditorModelPtr;
};
IMPLEMENT_MODULE(FProjectSettingsViewerModule, ProjectSettingsViewer);
#undef LOCTEXT_NAMESPACE