Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/EditorDirectories.cpp
Andrew Rodham d9b517e6da Fixed default editor directories not being applied if empty directories are set in editor per project user settings
This addresses UE-15574 - Save As... crashes the editor with a PackageNameToFilename failed to convert Fatal log message

#codereview Richard.TalbotWatkin

[CL 2554669 by Andrew Rodham in Main branch]
2015-05-18 05:40:07 -04:00

96 lines
4.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UnrealEd.h"
#include "EditorDirectories.h"
FEditorDirectories& FEditorDirectories::Get()
{
static FEditorDirectories Directories;
return Directories;
}
void FEditorDirectories::LoadLastDirectories()
{
for( int32 CurDirectoryIndex = 0; CurDirectoryIndex < ARRAY_COUNT( LastDir ); ++CurDirectoryIndex )
{
LastDir[CurDirectoryIndex].Reset();
}
// NOTE: We append a "2" to the section name to enforce backwards compatibility. "Directories" is deprecated.
GConfig->GetString( TEXT("Directories2"), TEXT("UNR"), LastDir[ELastDirectory::UNR], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("BRUSH"), LastDir[ELastDirectory::BRUSH], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("FBX"), LastDir[ELastDirectory::FBX], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("FBXAnim"), LastDir[ELastDirectory::FBX_ANIM], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("GenericImport"), LastDir[ELastDirectory::GENERIC_IMPORT], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("GenericExport"), LastDir[ELastDirectory::GENERIC_EXPORT], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("GenericOpen"), LastDir[ELastDirectory::GENERIC_OPEN], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("GenericSave"), LastDir[ELastDirectory::GENERIC_SAVE], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("MeshImportExport"), LastDir[ELastDirectory::MESH_IMPORT_EXPORT], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("WorldRoot"), LastDir[ELastDirectory::WORLD_ROOT], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("Level"), LastDir[ELastDirectory::LEVEL], GEditorPerProjectIni );
GConfig->GetString( TEXT("Directories2"), TEXT("Project"), LastDir[ELastDirectory::PROJECT], GEditorPerProjectIni );
// Set up some defaults if they're note defined in the ini
const FString DefaultDir = FPaths::GameContentDir();
for( int32 CurDirectoryIndex = 0; CurDirectoryIndex < ARRAY_COUNT( LastDir ); ++CurDirectoryIndex )
{
if (LastDir[ CurDirectoryIndex ].IsEmpty())
{
// Default all directories to the game content folder
if (CurDirectoryIndex == ELastDirectory::LEVEL)
{
const FString DefaultMapDir = FPaths::GameContentDir() / TEXT("Maps");
if( IFileManager::Get().DirectoryExists( *DefaultMapDir ) )
{
LastDir[CurDirectoryIndex] = DefaultMapDir;
continue;
}
}
else if (CurDirectoryIndex == ELastDirectory::PROJECT)
{
LastDir[CurDirectoryIndex] = FPaths::RootDir();
continue;
}
// Set to the default dir
LastDir[ CurDirectoryIndex ] = DefaultDir;
}
}
}
/** Writes the current "LastDir" array back out to the config files */
void FEditorDirectories::SaveLastDirectories()
{
// Save out default file directories
GConfig->SetString( TEXT("Directories2"), TEXT("UNR"), *LastDir[ELastDirectory::UNR], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("BRUSH"), *LastDir[ELastDirectory::BRUSH], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("FBX"), *LastDir[ELastDirectory::FBX], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("FBXAnim"), *LastDir[ELastDirectory::FBX_ANIM], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("GenericImport"), *LastDir[ELastDirectory::GENERIC_IMPORT], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("GenericExport"), *LastDir[ELastDirectory::GENERIC_EXPORT], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("GenericOpen"), *LastDir[ELastDirectory::GENERIC_OPEN], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("GenericSave"), *LastDir[ELastDirectory::GENERIC_SAVE], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("MeshImportExport"), *LastDir[ELastDirectory::MESH_IMPORT_EXPORT], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("WorldRoot"), *LastDir[ELastDirectory::WORLD_ROOT], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("Level"), *LastDir[ELastDirectory::LEVEL], GEditorPerProjectIni );
GConfig->SetString( TEXT("Directories2"), TEXT("Project"), *LastDir[ELastDirectory::PROJECT], GEditorPerProjectIni );
}
FString FEditorDirectories::GetLastDirectory( const ELastDirectory::Type InLastDir ) const
{
if ( InLastDir >= 0 && InLastDir < ARRAY_COUNT( LastDir ) )
{
return LastDir[InLastDir];
}
return FPaths::GameContentDir();
}
void FEditorDirectories::SetLastDirectory( const ELastDirectory::Type InLastDir, const FString& InLastStr )
{
if ( InLastDir >= 0 && InLastDir < ARRAY_COUNT( LastDir ) )
{
LastDir[InLastDir] = InLastStr;
}
}