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Bookworm/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeon.cpp

102 lines
3.6 KiB
C++

/*
* MIT License
*
* Copyright (c) 2019-2021 Benoit Pelletier
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "ProceduralDungeon.h"
#include "Developer/Settings/Public/ISettingsModule.h"
#include "Developer/Settings/Public/ISettingsSection.h"
#include "ProceduralDungeonSettings.h"
#define LOCTEXT_NAMESPACE "FProceduralDungeonModule"
void FProceduralDungeonModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
RegisterSettings();
}
void FProceduralDungeonModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
if (UObjectInitialized())
{
UnregisterSettings();
}
}
void FProceduralDungeonModule::RegisterSettings()
{
// Registering some settings is just a matter of exposing the default UObject of
// your desired class, feel free to add here all those settings you want to expose
// to your LDs or artists.
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
// Register the settings
ISettingsSectionPtr SettingsSection = SettingsModule->RegisterSettings("Project", "Plugins", "Procedural Dungeon",
LOCTEXT("RuntimeGeneralSettingsName", "Procedural Dungeon"),
LOCTEXT("RuntimeGeneralSettingsDescription", "Configuration for the Procedural Dungeon plugin"),
GetMutableDefault<UProceduralDungeonSettings>()
);
// Register the save handler to your settings, you might want to use it to
// validate those or just act to settings changes.
if (SettingsSection.IsValid())
{
SettingsSection->OnModified().BindRaw(this, &FProceduralDungeonModule::HandleSettingsSaved);
}
}
}
void FProceduralDungeonModule::UnregisterSettings()
{
// Ensure to unregister all of your registered settings here, hot-reload would
// otherwise yield unexpected results.
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingsModule->UnregisterSettings("Project", "Plugins", "Procedural Dungeon");
}
}
// Callback for when the settings were saved.
bool FProceduralDungeonModule::HandleSettingsSaved()
{
UProceduralDungeonSettings* Settings = GetMutableDefault<UProceduralDungeonSettings>();
bool ResaveSettings = false;
// You can put any validation code in here and resave the settings in case an invalid
// value has been entered
if (ResaveSettings)
{
Settings->SaveConfig();
}
return true;
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FProceduralDungeonModule, ProceduralDungeon)