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Removed redundant private include paths from build.cs files. Fixed include paths to be relative to the private or public folders. Hid or removed includes that reached into other private module folders. Updated PublicInclude paths when necessary. #jira #preflight 631e283bec5b0c765fc0ffdb [CL 21960084 by bryan sefcik in ue5-main branch]
299 lines
10 KiB
C++
299 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "ConsoleSettings.h"
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#include "GameMapsSettings.h"
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#include "GeneralProjectSettings.h"
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#include "EngineGlobals.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/SNullWidget.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Engine/GameViewportClient.h"
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#include "AI/NavigationSystemBase.h"
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#include "NavigationSystem.h"
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#include "Engine/Engine.h"
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#include "GameFramework/InputSettings.h"
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#include "Textures/SlateIcon.h"
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#include "Framework/Docking/TabManager.h"
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#include "MoviePlayerSettings.h"
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#include "Styling/AppStyle.h"
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#include "Settings/ProjectPackagingSettings.h"
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#if WITH_UNREAL_TARGET_DEVELOPER_TOOLS
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#include "Interfaces/IProjectTargetPlatformEditorModule.h"
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#endif
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#include "ISettingsCategory.h"
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#include "ISettingsContainer.h"
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#include "ISettingsEditorModel.h"
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#include "ISettingsEditorModule.h"
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#include "ISettingsModule.h"
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#include "ISettingsViewer.h"
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#include "Widgets/Docking/SDockTab.h"
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#include "NavMesh/RecastNavMesh.h"
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#include "Navigation/CrowdManager.h"
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#include "AISystem.h"
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#include "SlateSettings.h"
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#define LOCTEXT_NAMESPACE "FProjectSettingsViewerModule"
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static const FName ProjectSettingsTabName("ProjectSettings");
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/** Holds auto discovered settings information so that they can be unloaded automatically when refreshing. */
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struct FRegisteredSettings
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{
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FName ContainerName;
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FName CategoryName;
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FName SectionName;
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};
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/**
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* Implements the ProjectSettingsViewer module.
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*/
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class FProjectSettingsViewerModule
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: public IModuleInterface
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, public ISettingsViewer
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{
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public:
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// ISettingsViewer interface
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virtual void ShowSettings( const FName& CategoryName, const FName& SectionName ) override
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{
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FGlobalTabmanager::Get()->TryInvokeTab(ProjectSettingsTabName);
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ISettingsEditorModelPtr SettingsEditorModel = SettingsEditorModelPtr.Pin();
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if (SettingsEditorModel.IsValid())
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{
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ISettingsCategoryPtr Category = SettingsEditorModel->GetSettingsContainer()->GetCategory(CategoryName);
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if (Category.IsValid())
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{
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SettingsEditorModel->SelectSection(Category->GetSection(SectionName));
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}
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}
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}
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public:
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// IModuleInterface interface
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virtual void StartupModule() override
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{
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ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
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if (SettingsModule != nullptr)
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{
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RegisterEngineSettings(*SettingsModule);
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RegisterProjectSettings(*SettingsModule);
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SettingsModule->RegisterViewer("Project", *this);
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}
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FGlobalTabmanager::Get()->RegisterNomadTabSpawner(ProjectSettingsTabName, FOnSpawnTab::CreateRaw(this, &FProjectSettingsViewerModule::HandleSpawnSettingsTab))
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.SetDisplayName(LOCTEXT("ProjectSettingsTabTitle", "Project Settings"))
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.SetMenuType(ETabSpawnerMenuType::Hidden)
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.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "ProjectSettings.TabIcon"));
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}
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virtual void ShutdownModule() override
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{
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FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(ProjectSettingsTabName);
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UnregisterSettings();
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}
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virtual bool SupportsDynamicReloading() override
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{
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return true;
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}
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protected:
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/**
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* Registers Engine settings.
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*
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* @param SettingsModule A reference to the settings module.
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*/
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void RegisterEngineSettings( ISettingsModule& SettingsModule )
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{
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// startup settings
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SettingsModule.RegisterSettings("Project", "Engine", "General",
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LOCTEXT("GeneralEngineSettingsName", "General Settings"),
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LOCTEXT("ProjectGeneralSettingsDescription", "General options and defaults for the game engine."),
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GetMutableDefault<UEngine>()
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);
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// command console settings
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SettingsModule.RegisterSettings("Project", "Engine", "Console",
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LOCTEXT("ProjectConsoleSettingsName", "Console"),
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LOCTEXT("ProjectConsoleSettingsDescription", "Configure the in-game input console."),
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GetMutableDefault<UConsoleSettings>()
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);
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// input settings
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SettingsModule.RegisterSettings("Project", "Engine", "Input",
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LOCTEXT("EngineInputSettingsName", "Input"),
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LOCTEXT("ProjectInputSettingsDescription", "Input settings, including default input action and axis bindings."),
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GetMutableDefault<UInputSettings>()
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);
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// navigation system's class can be game specific so we need to find appropriate CDO
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UNavigationSystemBase* NavSysCDO = (*GEngine->NavigationSystemClass != nullptr)
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? GetMutableDefault<UNavigationSystemBase>(GEngine->NavigationSystemClass)
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: GetMutableDefault<UNavigationSystemBase>();
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SettingsModule.RegisterSettings("Project", "Engine", "NavigationSystem",
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LOCTEXT("NavigationSystemSettingsName", "Navigation System"),
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LOCTEXT("NavigationSystemSettingsDescription", "Settings for the navigation system."),
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NavSysCDO
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);
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// navigation mesh
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SettingsModule.RegisterSettings("Project", "Engine", "NavigationMesh",
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LOCTEXT("NavigationMeshSettingsName", "Navigation Mesh"),
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LOCTEXT("NavigationMeshSettingsDescription", "Settings for the navigation mesh."),
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GetMutableDefault<ARecastNavMesh>()
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);
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// AI system
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SettingsModule.RegisterSettings("Project", "Engine", "AISystem",
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LOCTEXT("AISystemSettingsName", "AI System"),
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LOCTEXT("AISystemSettingsDescription", "Settings for the AI System."),
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GetMutableDefault<UAISystem>()
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);
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// Crowd manager
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SettingsModule.RegisterSettings("Project", "Engine", "CrowdManager",
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LOCTEXT("CrowdManagerSettingsName", "Crowd Manager"),
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LOCTEXT("CrowdManagerSettingsDescription", "Settings for the AI Crowd Manager."),
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GetMutableDefault<UCrowdManager>()
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);
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SettingsModule.RegisterSettings("Project", "Engine", "Slate",
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LOCTEXT("SlateSettingsName", "Slate Settings"),
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LOCTEXT("SlateSettingsDescription", "Settings for Slate."),
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GetMutableDefault<USlateSettings>()
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);
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}
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/**
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* Registers Project settings.
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*
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* @param SettingsModule A reference to the settings module.
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*/
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void RegisterProjectSettings( ISettingsModule& SettingsModule )
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{
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// general project settings
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SettingsModule.RegisterSettings("Project", "Project", "General",
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LOCTEXT("GeneralGameSettingsName", "Description"),
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LOCTEXT("GeneralGameSettingsDescription", "Descriptions and other information about your project."),
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GetMutableDefault<UGeneralProjectSettings>()
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);
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// map related settings
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SettingsModule.RegisterSettings("Project", "Project", "Maps",
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LOCTEXT("GameMapsSettingsName", "Maps & Modes"),
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LOCTEXT("GameMapsSettingsDescription", "Default maps, game modes and other map related settings."),
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GetMutableDefault<UGameMapsSettings>()
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);
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// packaging settings
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SettingsModule.RegisterSettings("Project", "Project", "Packaging",
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LOCTEXT("ProjectPackagingSettingsName", "Packaging"),
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LOCTEXT("ProjectPackagingSettingsDescription", "Fine tune how your project is packaged for release."),
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GetMutableDefault<UProjectPackagingSettings>()
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);
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#if WITH_UNREAL_TARGET_DEVELOPER_TOOLS
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// platforms settings
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TWeakPtr<SWidget> ProjectTargetPlatformEditorPanel = FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").CreateProjectTargetPlatformEditorPanel();
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SettingsModule.RegisterSettings("Project", "Project", "SupportedPlatforms",
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LOCTEXT("ProjectSupportedPlatformsSettingsName", "Supported Platforms"),
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LOCTEXT("ProjectSupportedPlatformsSettingsDescription", "Specify which platforms your project supports."),
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ProjectTargetPlatformEditorPanel.Pin().ToSharedRef()
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);
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#endif
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// movie settings
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SettingsModule.RegisterSettings("Project", "Project", "Movies",
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LOCTEXT("MovieSettingsName", "Movies"),
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LOCTEXT("MovieSettingsDescription", "Movie player settings"),
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GetMutableDefault<UMoviePlayerSettings>()
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);
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}
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/** Unregisters all settings. */
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void UnregisterSettings()
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{
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ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
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if (SettingsModule != nullptr)
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{
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SettingsModule->UnregisterViewer("Project");
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// engine settings
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SettingsModule->UnregisterSettings("Project", "Engine", "General");
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SettingsModule->UnregisterSettings("Project", "Engine", "CrowdManager");
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SettingsModule->UnregisterSettings("Project", "Engine", "NavigationSystem");
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SettingsModule->UnregisterSettings("Project", "Engine", "NavigationMesh");
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SettingsModule->UnregisterSettings("Project", "Engine", "Input");
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SettingsModule->UnregisterSettings("Project", "Engine", "Collision");
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SettingsModule->UnregisterSettings("Project", "Engine", "Physics");
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SettingsModule->UnregisterSettings("Project", "Engine", "Rendering");
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// project settings
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SettingsModule->UnregisterSettings("Project", "Project", "General");
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SettingsModule->UnregisterSettings("Project", "Project", "Maps");
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SettingsModule->UnregisterSettings("Project", "Project", "Packaging");
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SettingsModule->UnregisterSettings("Project", "Project", "SupportedPlatforms");
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SettingsModule->UnregisterSettings("Project", "Project", "Movies");
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// Editor settings
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SettingsModule->UnregisterSettings("Editor", "Editor", "Appearance");
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}
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}
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private:
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/** Handles creating the project settings tab. */
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TSharedRef<SDockTab> HandleSpawnSettingsTab( const FSpawnTabArgs& SpawnTabArgs )
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{
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TSharedRef<SWidget> SettingsEditor = SNullWidget::NullWidget;
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ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
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if (SettingsModule != nullptr)
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{
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ISettingsContainerPtr SettingsContainer = SettingsModule->GetContainer("Project");
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if (SettingsContainer.IsValid())
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{
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ISettingsEditorModule& SettingsEditorModule = FModuleManager::GetModuleChecked<ISettingsEditorModule>("SettingsEditor");
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ISettingsEditorModelRef SettingsEditorModel = SettingsEditorModule.CreateModel(SettingsContainer.ToSharedRef());
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SettingsEditor = SettingsEditorModule.CreateEditor(SettingsEditorModel);
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SettingsEditorModelPtr = SettingsEditorModel;
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}
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}
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return SNew(SDockTab)
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.TabRole(ETabRole::NomadTab)
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[
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SettingsEditor
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];
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}
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private:
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/** Holds a pointer to the settings editor's view model. */
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TWeakPtr<ISettingsEditorModel> SettingsEditorModelPtr;
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};
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IMPLEMENT_MODULE(FProjectSettingsViewerModule, ProjectSettingsViewer);
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#undef LOCTEXT_NAMESPACE
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