Files
UnrealEngineUWP/Engine/Source/Editor/ProjectSettingsViewer/Private/ProjectSettingsViewerModule.cpp
Jamie Dale b903ba8d80 Added support for disabling tab spawner menu entries
You could previously only have them enabled or hidden, you can now add them as disabled.

You can also now bind the menu item state to a delegate to let it update after the tab spawner has been registered.

#codereview Nick.Atamas

[CL 2341064 by Jamie Dale in Main branch]
2014-10-27 09:51:25 -04:00

314 lines
11 KiB
C++

// Copyright 1998-2014 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"
#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);
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
SettingsModule.RegisterSettings("Project", "Engine", "NavigationSystem",
LOCTEXT("NavigationSystemSettingsName", "Navigation System"),
LOCTEXT("NavigationSystemSettingsDescription", "Settings for the navigation system."),
GetMutableDefault<UNavigationSystem>()
);
// navigation mesh
SettingsModule.RegisterSettings("Project", "Engine", "NavigationMesh",
LOCTEXT("NavigationMeshSettingsName", "Navigation Mesh"),
LOCTEXT("NavigationMeshSettingsDescription", "Settings for the navigation mesh."),
GetMutableDefault<ARecastNavMesh>()
);
/*
// 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>()
);*/
}
/** 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", "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");
// 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