Files
UnrealEngineUWP/Engine/Source/Developer/Settings/Private/SettingsSection.cpp
Josh Adams 9cf8c67c77 - Generate AndroidManifest.xml from ProjectSettings
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files

#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock

[CL 2413870 by Josh Adams in Main branch]
2015-01-21 11:17:55 -05:00

242 lines
5.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SettingsPrivatePCH.h"
/* FSettingsSection structors
*****************************************************************************/
FSettingsSection::FSettingsSection( const ISettingsCategoryRef& InCategory, const FName& InName, const FText& InDisplayName, const FText& InDescription, const TWeakObjectPtr<UObject>& InSettingsObject )
: Category(InCategory)
, Description(InDescription)
, DisplayName(InDisplayName)
, Name(InName)
, SettingsObject(InSettingsObject)
{ }
FSettingsSection::FSettingsSection( const ISettingsCategoryRef& InCategory, const FName& InName, const FText& InDisplayName, const FText& InDescription, const TSharedRef<SWidget>& InCustomWidget )
: Category(InCategory)
, CustomWidget(InCustomWidget)
, Description(InDescription)
, DisplayName(InDisplayName)
, Name(InName)
{ }
/* ISettingsSection interface
*****************************************************************************/
bool FSettingsSection::CanEdit() const
{
if (CanEditDelegate.IsBound())
{
return CanEditDelegate.Execute();
}
return true;
}
bool FSettingsSection::CanExport() const
{
return (ExportDelegate.IsBound() || (SettingsObject.IsValid() && SettingsObject->GetClass()->HasAnyClassFlags(CLASS_Config)));
}
bool FSettingsSection::CanImport() const
{
return (ImportDelegate.IsBound() || (SettingsObject.IsValid() && SettingsObject->GetClass()->HasAnyClassFlags(CLASS_Config)));
}
bool FSettingsSection::CanResetDefaults() const
{
return (ResetDefaultsDelegate.IsBound() || (SettingsObject.IsValid() && SettingsObject->GetClass()->HasAnyClassFlags(CLASS_Config) && !SettingsObject->GetClass()->HasAnyClassFlags(CLASS_DefaultConfig | CLASS_GlobalUserConfig)));
}
bool FSettingsSection::CanSave() const
{
return (SaveDelegate.IsBound() || (SettingsObject.IsValid() && SettingsObject->GetClass()->HasAnyClassFlags(CLASS_Config)));
}
bool FSettingsSection::CanSaveDefaults() const
{
return (SaveDefaultsDelegate.IsBound() || (SettingsObject.IsValid() && SettingsObject->GetClass()->HasAnyClassFlags(CLASS_Config) && !SettingsObject->GetClass()->HasAnyClassFlags(CLASS_DefaultConfig | CLASS_GlobalUserConfig)));
}
bool FSettingsSection::Export( const FString& Filename )
{
if (ExportDelegate.IsBound())
{
return ExportDelegate.Execute(Filename);
}
if (SettingsObject.IsValid())
{
SettingsObject->SaveConfig(CPF_Config, *Filename);
return true;
}
return false;
}
TWeakPtr<ISettingsCategory> FSettingsSection::GetCategory()
{
return Category;
}
TWeakPtr<SWidget> FSettingsSection::GetCustomWidget() const
{
return CustomWidget;
}
const FText& FSettingsSection::GetDescription() const
{
return Description;
}
const FText& FSettingsSection::GetDisplayName() const
{
return DisplayName;
}
const FName& FSettingsSection::GetName() const
{
return Name;
}
TWeakObjectPtr<UObject> FSettingsSection::GetSettingsObject() const
{
return SettingsObject;
}
FText FSettingsSection::GetStatus() const
{
if (StatusDelegate.IsBound())
{
return StatusDelegate.Execute();
}
return FText::GetEmpty();
}
bool FSettingsSection::HasDefaultSettingsObject()
{
if (!SettingsObject.IsValid())
{
return false;
}
// @todo userconfig: Should we add GlobalUserConfig here?
return SettingsObject->GetClass()->HasAnyClassFlags(CLASS_DefaultConfig);
}
bool FSettingsSection::Import( const FString& Filename )
{
if (ImportDelegate.IsBound())
{
return ImportDelegate.Execute(Filename);
}
if (SettingsObject.IsValid())
{
SettingsObject->LoadConfig(SettingsObject->GetClass(), *Filename, UE4::LCPF_PropagateToInstances);
return true;
}
return false;
}
bool FSettingsSection::ResetDefaults()
{
if (ResetDefaultsDelegate.IsBound())
{
return ResetDefaultsDelegate.Execute();
}
if (SettingsObject.IsValid() && SettingsObject->GetClass()->HasAnyClassFlags(CLASS_Config) && !SettingsObject->GetClass()->HasAnyClassFlags(CLASS_DefaultConfig | CLASS_GlobalUserConfig))
{
FString ConfigName = SettingsObject->GetClass()->GetConfigName();
GConfig->EmptySection(*SettingsObject->GetClass()->GetPathName(), ConfigName);
GConfig->Flush(false);
FConfigCacheIni::LoadGlobalIniFile(ConfigName, *FPaths::GetBaseFilename(ConfigName), nullptr, nullptr, true);
SettingsObject->ReloadConfig(nullptr, nullptr, UE4::LCPF_PropagateToInstances|UE4::LCPF_PropagateToChildDefaultObjects);
return true;
}
return false;
}
bool FSettingsSection::Save()
{
if (ModifiedDelegate.IsBound() && !ModifiedDelegate.Execute())
{
return false;
}
if (SaveDelegate.IsBound())
{
return SaveDelegate.Execute();
}
if (SettingsObject.IsValid())
{
if (SettingsObject->GetClass()->HasAnyClassFlags(CLASS_DefaultConfig))
{
SettingsObject->UpdateDefaultConfigFile();
}
else if (SettingsObject->GetClass()->HasAnyClassFlags(CLASS_GlobalUserConfig))
{
SettingsObject->UpdateGlobalUserConfigFile();
}
else
{
SettingsObject->SaveConfig();
}
return true;
}
return false;
}
bool FSettingsSection::SaveDefaults()
{
if (SaveDefaultsDelegate.IsBound())
{
return SaveDefaultsDelegate.Execute();
}
if (SettingsObject.IsValid())
{
SettingsObject->UpdateDefaultConfigFile();
SettingsObject->ReloadConfig(nullptr, nullptr, UE4::LCPF_PropagateToInstances);
return true;
}
return false;
}