Files
UnrealEngineUWP/Engine/Source/Editor/ProjectSettingsViewer/Private/ProjectSettingsViewerModule.cpp
Max Preussner 3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00

278 lines
9.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "ProjectSettingsViewerPrivatePCH.h"
#include "Engine/Console.h"
#include "ProjectTargetPlatformEditor.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 = ISettingsModule::Get();
if (SettingsModule != nullptr)
{
RegisterEngineSettings(*SettingsModule);
RegisterGameSettings(*SettingsModule);
SettingsModule->RegisterViewer("Project", *this);
}
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(ProjectSettingsTabName, FOnSpawnTab::CreateRaw(this, &FProjectSettingsViewerModule::HandleSpawnSettingsTab))
.SetDisplayName(LOCTEXT("ProjectSettingsTabTitle", "Project Settings"))
.SetMenuType(ETabSpawnerMenuType::Hide);
}
virtual void ShutdownModule( ) override
{
FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(ProjectSettingsTabName);
UnregisterSettings();
}
virtual bool SupportsDynamicReloading( ) override
{
return true;
}
protected:
/**
* Registers Engine settings.
*/
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>()
);
// packaging 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>()
);*/
// 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>()
);
}
/**
* Registers Game settings.
*/
void RegisterGameSettings( ISettingsModule& SettingsModule )
{
// general project settings
SettingsModule.RegisterSettings("Project", "Game", "General",
LOCTEXT("GeneralGameSettingsName", "Description"),
LOCTEXT("GeneralGameSettingsDescription", "Descriptions and other information about your game."),
GetMutableDefault<UGeneralProjectSettings>()
);
// map related settings
SettingsModule.RegisterSettings("Project", "Game", "Maps",
LOCTEXT("GameMapsSettingsName", "Maps & Modes"),
LOCTEXT("GameMapsSettingsDescription", "Default maps, game modes and other map related settings."),
GetMutableDefault<UGameMapsSettings>()
);
// packaging settings
SettingsModule.RegisterSettings("Project", "Game", "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", "Game", "SupportedPlatforms",
LOCTEXT("ProjectSupportedPlatformsSettingsName", "Supported Platforms"),
LOCTEXT("ProjectSupportedPlatformsSettingsDescription", "Specify which platforms your project supports."),
ProjectTargetPlatformEditorPanel.Pin().ToSharedRef()
);
// movie settings
SettingsModule.RegisterSettings("Project", "Game", "Movies",
LOCTEXT("MovieSettingsName", "Movies"),
LOCTEXT("MovieSettingsDescription", "Movie player settings"),
GetMutableDefault<UMoviePlayerSettings>()
);
/*
// game session
SettingsModule.RegisterSettings("Project", "Game", "GameSession",
LOCTEXT("GameSessionettingsName", "Game Session"),
LOCTEXT("GameSessionSettingsDescription", "Game Session settings."),
GetMutableDefault<UGameSessionSettings>()
);
// head-up display
SettingsModule.RegisterSettings("Project", "Game", "HUD",
LOCTEXT("HudSettingsName", "HUD"),
LOCTEXT("HudSettingsDescription", "Head-up display (HUD) settings."),
GetMutableDefault<UHudSettings>()
);*/
}
/**
* Unregisters all settings.
*/
void UnregisterSettings( )
{
ISettingsModule* SettingsModule = ISettingsModule::Get();
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", "Game", "Collision");
SettingsModule->UnregisterSettings("Project", "Engine", "Physics");
SettingsModule->UnregisterSettings("Project", "Engine", "Rendering");
// SettingsModule->UnregisterSettings("Project", "Engine", "NetworkManager");
// game settings
SettingsModule->UnregisterSettings("Project", "Game", "General");
SettingsModule->UnregisterSettings("Project", "Game", "Maps");
SettingsModule->UnregisterSettings("Project", "Game", "Packaging");
SettingsModule->UnregisterSettings("Project", "Game", "SupportedPlatforms");
SettingsModule->UnregisterSettings("Project", "Game", "Movies");
// SettingsModule->UnregisterSettings("Project", "Game", "GameSession");
// SettingsModule->UnregisterSettings("Project", "Game", "HUD");
}
}
private:
// Handles creating the project settings tab.
TSharedRef<SDockTab> HandleSpawnSettingsTab( const FSpawnTabArgs& SpawnTabArgs )
{
ISettingsModule* SettingsModule = ISettingsModule::Get();
TSharedRef<SWidget> SettingsEditor = SNullWidget::NullWidget;
if (SettingsModule != nullptr)
{
ISettingsContainerPtr SettingsContainer = SettingsModule->GetContainer("Project");
if (SettingsContainer.IsValid())
{
ISettingsEditorModule& SettingsEditorModule = ISettingsEditorModule::GetRef();
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