HarmonyLinkUE/Source/HarmonyLink/Private/Objects/HarmonyLinkGraphics.cpp

799 lines
23 KiB
C++

// Copyright (C) 2024 Jordon Brooks
#include "Objects/HarmonyLinkGraphics.h"
#include "ComponentRecreateRenderStateContext.h"
#include "HarmonyLink.h"
#include "HarmonyLinkLibrary.h"
#include "GameFramework/GameUserSettings.h"
#include "Kismet/GameplayStatics.h"
#include "HarmonyLinkLib.h"
UHarmonyLinkGraphics* UHarmonyLinkGraphics::_INSTANCE = nullptr;
int32 UHarmonyLinkGraphics::_TickRate = 1;
FTimerHandle UHarmonyLinkGraphics::_TickTimerHandle = FTimerHandle();
TSharedPtr<FConfigFile> UHarmonyLinkGraphics::_ConfigFile = nullptr;
bool UHarmonyLinkGraphics::_bAutomaticSwitch = false;
int32 UHarmonyLinkGraphics::_LastBatteryPercentage = 0;
EProfile UHarmonyLinkGraphics::_ActiveProfile = EProfile::NONE;
TMap<EProfile, FSettingsProfile> UHarmonyLinkGraphics::_Profiles = TMap<EProfile, FSettingsProfile>();
TMap<EProfile, FName> UHarmonyLinkGraphics::_ProfileNames =
{
{EProfile::BATTERY, "Battery"},
{EProfile::CHARGING, "Charging"},
{EProfile::DOCKED, "Docked"},
};
/**
* @brief Default graphics settings for different power states in HarmonyLink.
*
* This map defines the default configuration values for various graphics settings based on the power state of the device.
* The outer map's key is the power state (e.g., "Battery", "Charging", "Docked").
* The inner map contains key-value pairs where the key is the setting name and the value is the corresponding configuration value.
*
* Power States:
* - "Battery": Settings for when the device is running on battery power.
* - "Charging": Settings for when the device is charging.
* - "Docked": Settings for when the device is docked.
*/
TMap<FName, TMap<FName, FHLConfigValue>> UHarmonyLinkGraphics::_DefaultSettings = {
{ "Battery", {
// { TEXT("r.ReflectionMethod"), FHLConfigValue(0) },
// { TEXT("r.DynamicGlobalIlluminationMethod"), FHLConfigValue(2) },
// { TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(0) },
// { TEXT("r.ScreenPercentage"), FHLConfigValue(50) },
}},
{ "Charging", {
// { TEXT("r.ReflectionMethod"), FHLConfigValue(2) },
// { TEXT("r.DynamicGlobalIlluminationMethod"), FHLConfigValue(2) },
// { TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(1) },
// { TEXT("r.ScreenPercentage"), FHLConfigValue(100) },
}},
{ "Docked", {
// { TEXT("r.ReflectionMethod"), FHLConfigValue(2) },
// { TEXT("r.DynamicGlobalIlluminationMethod"), FHLConfigValue(2) },
// { TEXT("r.Shadow.Virtual.Enable"), FHLConfigValue(1) },
// { TEXT("r.ScreenPercentage"), FHLConfigValue(100) },
}}
};
UHarmonyLinkGraphics::~UHarmonyLinkGraphics()
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("~UHarmonyLinkGraphics called."));
FWorldDelegates::OnPostWorldInitialization.RemoveAll(this);
FWorldDelegates::OnPreWorldFinishDestroy.RemoveAll(this);
}
void UHarmonyLinkGraphics::LoadConfig(const bool bForceReload)
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("LoadConfig called."));
QUICK_SCOPE_CYCLE_COUNTER(HarmonyLinkGraphics_LoadSettings);
// Load the settings into the map
GetConfig();
DebugPrintProfiles();
}
bool UHarmonyLinkGraphics::LoadSettingsFromConfig(FConfigFile* ConfigFile) const
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("LoadSettingsFromConfig called."));
//const FString Filename = "HarmonyLink"; //GetConfigDirectoryFile(bLoadDefaults);
// Load each profile section
bool bLoaded = true;
// Load the _bAutomaticSwitch variable
const FString SectionName = TEXT("HarmonyLink");
const FString KeyName = TEXT("AutomaticProfileSwitch");
if (!ConfigFile->GetBool(*SectionName, *KeyName, _bAutomaticSwitch))
{
UE_LOG(LogHarmonyLink, Error, TEXT("Failed to load bAutomaticSwitch from config"));
bLoaded = false;
}
else
{
UE_LOG(LogHarmonyLink, Log, TEXT("Loaded bAutomaticSwitch: %s"), _bAutomaticSwitch ? TEXT("true") : TEXT("false"));
}
for (const TPair<EProfile, FName>& Profile : _ProfileNames)
{
if (!LoadSection(ConfigFile, Profile))
{
UE_LOG(LogHarmonyLink, Error, TEXT("Failed to load section: '%s'"), *Profile.Value.ToString());
bLoaded = false;
}
}
// Check if all profiles and settings were loaded successfully
if (bLoaded)
{
UE_LOG(LogHarmonyLink, Log, TEXT("Successfully loaded config."));
return true;
}
UE_LOG(LogHarmonyLink, Error, TEXT("Failed to load config file."));
return false;
}
bool UHarmonyLinkGraphics::LoadSection(FConfigFile* ConfigFile, const TPair<EProfile, FName> Profile)
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("LoadSection called."));
if (!ensureMsgf(ConfigFile, TEXT("ConfigFile is nullptr!"))) return false;
const FName& SectionName = Profile.Value;
const EProfile ProfileKey = Profile.Key;
const FConfigSection* Section = nullptr;
#if (ENGINE_MAJOR_VERSION >= 5)
Section = ConfigFile->FindSection(*SectionName.ToString())
#elif (ENGINE_MAJOR_VERSION == 4) && (ENGINE_MINOR_VERSION >= 27)
Section = ConfigFile->FindOrAddSection(*SectionName.ToString());
#else
#error "Unsupported Unreal Engine version"
#endif
if (Section)
{
FSettingsProfile& SettingsProfile = _Profiles.FindOrAdd(ProfileKey);
SettingsProfile.SectionName = SectionName;
SettingsProfile.Settings.Empty(); // Clear previous settings
for (const auto& ValueIt : *Section)
{
FString ValueString = ValueIt.Value.GetValue();
FString Value, Type;
// Parse the Value and Type from the string
if (ValueString.Split(TEXT(", Type="), &Value, &Type))
{
Value = Value.RightChop(7); // Remove "(Value=" prefix
Type = Type.LeftChop(1); // Remove ")" suffix
if (Type == "int")
{
const int32 IntValue = FCString::Atoi(*Value);
SettingsProfile.Settings.Add(ValueIt.Key, FHLConfigValue(IntValue));
}
else if (Type == "float")
{
const float FloatValue = FCString::Atof(*Value);
SettingsProfile.Settings.Add(ValueIt.Key, FHLConfigValue(FloatValue));
}
else if (Type == "bool")
{
const bool BoolValue = Value == "true";
SettingsProfile.Settings.Add(ValueIt.Key, FHLConfigValue(BoolValue));
}
else if (Type == "string")
{
SettingsProfile.Settings.Add(ValueIt.Key, FHLConfigValue(Value));
}
}
}
return true;
}
return false;
}
void UHarmonyLinkGraphics::SaveConfig() const
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("SaveConfig called."));
Intermal_SaveConfig(false);
}
void UHarmonyLinkGraphics::SetSetting(const EProfile Profile, const FName Setting, const FHLConfigValue Value)
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("SetSetting called."));
// Ignore if HarmonyLinkSettings is disabled
if (Profile == EProfile::NONE)
{
return;
}
// Find the profile name associated with the given EProfile
const FName* ProfileName = _ProfileNames.Find(Profile);
if (!ProfileName)
{
UE_LOG(LogHarmonyLink, Error, TEXT("Profile not found."));
return;
}
FString TypeString;
FString ValueString;
switch (Value.GetType())
{
case EConfigValueType::Int:
ValueString = FString::FromInt(Value.GetValue<int32>());
TypeString = TEXT("int");
break;
case EConfigValueType::Float:
ValueString = FString::SanitizeFloat(Value.GetValue<float>());
TypeString = TEXT("float");
break;
case EConfigValueType::Bool:
ValueString = Value.GetValue<bool>() ? TEXT("True") : TEXT("False");
TypeString = TEXT("bool");
break;
case EConfigValueType::String:
ValueString = Value.GetValue<FString>();
TypeString = TEXT("string");
break;
}
UE_LOG(LogHarmonyLink, Log, TEXT("Applying '%s': Value='%s', Type='%s' to profile '%s'."), *Setting.ToString(), *TypeString, *ValueString, *ProfileName->ToString());
// Find the settings associated with the profile
FSettingsProfile* SettingsProfile = _Profiles.Find(Profile);
if (!SettingsProfile)
{
UE_LOG(LogHarmonyLink, Error, TEXT("No settings found for profile %s."), *ProfileName->ToString());
return;
}
SettingsProfile->Settings.FindOrAdd(Setting) = Value;
}
UHarmonyLinkGraphics* UHarmonyLinkGraphics::GetSettings()
{
UE_LOG(LogHarmonyLink, VeryVerbose, TEXT("GetSettings called."));
// Check if we already initialised
if (_INSTANCE)
{
return _INSTANCE;
}
// Proceed to create a new singleton instance
_INSTANCE = NewObject<UHarmonyLinkGraphics>();
_INSTANCE->Init();
return _INSTANCE;
}
FSettingsProfile UHarmonyLinkGraphics::GetSettingProfile(const EProfile Profile)
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("GetSettingProfile called."));
// Ignore if HarmonyLinkSettings is disabled
if (Profile == EProfile::NONE)
{
return FSettingsProfile();
}
// Find the profile name associated with the given EProfile
const FName* ProfileName = _ProfileNames.Find(Profile);
if (!ProfileName)
{
UE_LOG(LogHarmonyLink, Error, TEXT("Profile not found."));
return FSettingsProfile();
}
// Find the settings associated with the profile
FSettingsProfile* SettingsProfile = _Profiles.Find(Profile);
if (!SettingsProfile)
{
UE_LOG(LogHarmonyLink, Error, TEXT("No settings found for profile %s."), *ProfileName->ToString());
return FSettingsProfile();
}
return *SettingsProfile;
}
EProfile UHarmonyLinkGraphics::GetActiveProfile() const
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("GetActiveProfile called."));
return _ActiveProfile;
}
void UHarmonyLinkGraphics::SetAutomaticSwitching(const bool bAutomaticSwitch)
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("SetAutomaticSwitching called."));
_bAutomaticSwitch = bAutomaticSwitch;
OnAutomaticSwitchChanged.Broadcast(_bAutomaticSwitch);
}
bool UHarmonyLinkGraphics::GetAutomaticSwitching() const
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("GetAutomaticSwitching called."));
return _bAutomaticSwitch;
}
void UHarmonyLinkGraphics::DestroySettings()
{
UE_LOG(LogHarmonyLink, Log, TEXT("DestroySettings called."));
if (_INSTANCE)
{
UE_LOG(LogHarmonyLink, Log, TEXT("Destroying UHarmonyLinkGraphics."))
FWorldDelegates::OnPostWorldInitialization.RemoveAll(_INSTANCE);
FWorldDelegates::OnPreWorldFinishDestroy.RemoveAll(_INSTANCE);
_INSTANCE->RemoveFromRoot();
#if (ENGINE_MAJOR_VERSION >= 5)
_INSTANCE->MarkAsGarbage(); // For UE 5.0 and above
#elif (ENGINE_MAJOR_VERSION == 4) && (ENGINE_MINOR_VERSION >= 27)
_INSTANCE->MarkPendingKill(); // For UE 4.27 and above
#else
#error "Unsupported Unreal Engine version"
#endif
_INSTANCE = nullptr;
}
}
void UHarmonyLinkGraphics::Init()
{
UE_LOG(LogHarmonyLink, Warning, TEXT("HarmonyLinkGraphics initialized."));
if (_INSTANCE != this)
{
if (_INSTANCE)
{
DestroySettings();
}
_INSTANCE = this;
}
AddToRoot();
FWorldDelegates::OnPostWorldInitialization.AddStatic(&UHarmonyLinkGraphics::OnPostWorldInitialization);
FWorldDelegates::OnPreWorldFinishDestroy.AddStatic(&UHarmonyLinkGraphics::OnWorldEnd);
UE_LOG(LogHarmonyLink, Log, TEXT("Init called."));
if (!HarmonyLinkLib::HL_Init())
{
UE_LOG(LogHarmonyLink, Fatal, TEXT("Failed to initialise HarmonyLinkLib!"));
return;
}
LoadConfig();
const FBattery BatteryStatus = UHarmonyLinkLibrary::GetBatteryStatus();
if (BatteryStatus.HasBattery)
{
if (BatteryStatus.IsACConnected)
{
ApplyProfileInternal(EProfile::BATTERY);
}
else
{
ApplyProfileInternal(EProfile::CHARGING);
}
}
}
void UHarmonyLinkGraphics::Intermal_SaveConfig(const bool bDefaultConfig) const
{
UE_LOG(LogHarmonyLink, Log, TEXT("Intermal_SaveConfig called."));
QUICK_SCOPE_CYCLE_COUNTER(HarmonyLinkGraphics_SaveConfig);
const FString Filename = GetConfigDirectoryFile(bDefaultConfig);
const FString SectionName = TEXT("HarmonyLink");
const FString KeyName = TEXT("AutomaticProfileSwitch");
// Save the _bAutomaticSwitch variable
GConfig->SetBool(*SectionName, *KeyName, _bAutomaticSwitch, Filename);
UE_LOG(LogHarmonyLink, Log, TEXT("Saving bAutomaticSwitch: %s"), _bAutomaticSwitch ? TEXT("true") : TEXT("false"));
for (const TPair<EProfile, FSettingsProfile>& Profile : _Profiles)
{
SaveSection(Profile.Value, bDefaultConfig);
}
UE_LOG(LogHarmonyLink, Log, TEXT("Flushing file: '%s'"), *Filename);
GetConfig()->Dirty = true;
// You'd think that Write would actually write something but for some
// reason even if it outputs a success the file doesn't actually get created.
// For this reason, Flush seems to work for now.
//GetConfig()->Write(Filename);
GConfig->Flush(true, Filename);
}
void UHarmonyLinkGraphics::Tick()
{
UE_LOG(LogHarmonyLink, VeryVerbose, TEXT("Tick called."));
const FBattery BatteryStatus = UHarmonyLinkLibrary::GetBatteryStatus();
if (BatteryStatus.BatteryPercent != _LastBatteryPercentage)
{
// Ensure thread-safe broadcasting
OnBatteryLevelChanged.Broadcast(BatteryStatus.BatteryPercent);
}
if (!_bAutomaticSwitch)
{
return;
}
if (BatteryStatus.HasBattery)
{
if (BatteryStatus.IsACConnected)
{
if (_ActiveProfile != EProfile::CHARGING)
{
ApplyProfileInternal(EProfile::CHARGING);
}
}
else
{
if (_ActiveProfile != EProfile::BATTERY)
{
ApplyProfileInternal(EProfile::BATTERY);
}
}
}
}
void UHarmonyLinkGraphics::CreateDefaultConfigFile() const
{
UE_LOG(LogHarmonyLink, Log, TEXT("CreateDefaultConfigFile called."));
UE_LOG(LogHarmonyLink, Log, TEXT("Creating default config file."));
LoadDefaults();
Intermal_SaveConfig(true);
UE_LOG(LogHarmonyLink, Log, TEXT("Default config file created."));
}
FString UHarmonyLinkGraphics::GetConfigDirectoryFile(const bool bDefaultFolder)
{
UE_LOG(LogHarmonyLink, Log, TEXT("GetConfigDirectoryFile called."));
FString ConfigFileName = bDefaultFolder ? TEXT("DefaultHarmonyLink.ini") : TEXT("HarmonyLink.ini");
FString ConfigDirectory = bDefaultFolder ? FPaths::ProjectConfigDir() : FPaths::Combine(FPaths::GeneratedConfigDir(), UGameplayStatics::GetPlatformName());
return FPaths::Combine(ConfigDirectory, ConfigFileName);
}
void UHarmonyLinkGraphics::SaveSection(const FSettingsProfile& SettingsProfile, const bool bDefaultConfig, const bool bFlush) const
{
UE_LOG(LogHarmonyLink, Log, TEXT("SaveSection called."));
if (GConfig)
{
const FString Filename = GetConfigDirectoryFile(bDefaultConfig);
for (const auto& Setting : SettingsProfile.Settings)
{
FString TypeString;
FString ValueString;
switch (Setting.Value.GetType())
{
case EConfigValueType::Int:
ValueString = FString::FromInt(Setting.Value.GetValue<int32>());
TypeString = TEXT("int");
break;
case EConfigValueType::Float:
ValueString = FString::SanitizeFloat(Setting.Value.GetValue<float>());
TypeString = TEXT("float");
break;
case EConfigValueType::Bool:
ValueString = Setting.Value.GetValue<bool>() ? TEXT("True") : TEXT("False");
TypeString = TEXT("bool");
break;
case EConfigValueType::String:
ValueString = Setting.Value.GetValue<FString>();
TypeString = TEXT("string");
break;
}
const FString ConfigValue = FString::Printf(TEXT("(Value=%s, Type=%s)"), *ValueString, *TypeString);
GConfig->SetString(*SettingsProfile.SectionName.ToString(), *Setting.Key.ToString(), *ConfigValue, Filename);
}
UE_LOG(LogHarmonyLink, Log, TEXT("Saving config file: '%s'"), *Filename);
if (bFlush)
{
UE_LOG(LogHarmonyLink, Log, TEXT("Flushing file: '%s'"), *Filename);
GConfig->Flush(false, Filename);
}
}
}
void UHarmonyLinkGraphics::LoadDefaults() const
{
UE_LOG(LogHarmonyLink, Log, TEXT("LoadDefaults called."));
_Profiles.Reset();
// Iterate over ProfileNames to create default settings
for (const TPair<EProfile, FName>& Profile : _ProfileNames)
{
FSettingsProfile NewProfileSettings;
NewProfileSettings.SectionName = Profile.Value;
if (const TMap<FName, FHLConfigValue>* Settings = _DefaultSettings.Find(Profile.Value))
{
NewProfileSettings.Settings = *Settings;
}
_Profiles.Add(Profile.Key, NewProfileSettings);
}
}
bool UHarmonyLinkGraphics::ApplyProfileInternal(const EProfile Profile)
{
UE_LOG(LogHarmonyLink, Log, TEXT("ApplyProfileInternal called."));
// If the profile is None, revert to the original user game settings
if (Profile == EProfile::NONE)
{
UE_LOG(LogHarmonyLink, Log, TEXT("Reverting to original user game settings."));
if (UGameUserSettings* UserSettings = GEngine->GetGameUserSettings())
{
UserSettings->LoadSettings(true);
UserSettings->ApplySettings(true);
_ActiveProfile = EProfile::NONE;
OnProfileChanged.Broadcast(_ActiveProfile);
UE_LOG(LogHarmonyLink, Log, TEXT("Original user game settings applied."));
return true;
}
UE_LOG(LogHarmonyLink, Warning, TEXT("Failed to get user game settings."));
return false;
}
// Find the profile name associated with the given EProfile
const FName* ProfileName = _ProfileNames.Find(Profile);
if (!ProfileName)
{
UE_LOG(LogHarmonyLink, Error, TEXT("Profile not found."));
return false;
}
UE_LOG(LogHarmonyLink, Log, TEXT("Applying profile %s."), *ProfileName->ToString());
// Find the settings associated with the profile
FSettingsProfile* SettingsProfile = _Profiles.Find(Profile);
if (!SettingsProfile)
{
UE_LOG(LogHarmonyLink, Warning, TEXT("No settings found for profile %s."), *ProfileName->ToString());
return false;
}
{
FGlobalComponentRecreateRenderStateContext Context;
// Example of applying settings (actual application depends on your implementation)
for (const TPair<FName, FHLConfigValue>& Setting : SettingsProfile->Settings)
{
// Example of logging each setting being applied
UE_LOG(LogHarmonyLink, Log, TEXT("Patching CVar override: %s = %s"),
*Setting.Key.ToString(), *Setting.Value.ToString());
ApplySetting(Setting);
}
}
_ActiveProfile = Profile;
OnProfileChanged.Broadcast(_ActiveProfile);
return true;
}
void UHarmonyLinkGraphics::OnPostWorldInitialization(UWorld* World, UWorld::InitializationValues IVS)
{
UE_LOG(LogHarmonyLink, Log, TEXT("OnPostWorldInitialization called."));
if (!World || !World->IsValidLowLevel())
{
UE_LOG(LogHarmonyLink, Error, TEXT("Failed to Hook into World Initialisation!"))
return;
}
if (World->IsGameWorld())
{
if (IsValid(GetSettings()))
{
FTimerManager* TimerManager = &World->GetTimerManager();
if (!TimerManager)
{
UE_LOG(LogHarmonyLink, Error, TEXT("Failed get TimerManager!"))
return;
}
if (!TimerManager->TimerExists(_TickTimerHandle) || !TimerManager->IsTimerActive(_TickTimerHandle))
{
World->GetTimerManager().SetTimer(_TickTimerHandle, [TimerManager]
{
if (!GetSettings())
{
UE_LOG(LogHarmonyLink, Error, TEXT("'This' is destroyed, Clearing timer."))
if (TimerManager)
{
TimerManager->ClearTimer(_TickTimerHandle);
}
return;
}
GetSettings()->Tick();
}, _TickRate, true);
}
else
{
UE_LOG(LogHarmonyLink, Error, TEXT("Error: Timer already exists."));
}
}
else
{
UE_LOG(LogHarmonyLink, Error, TEXT("'This' is nullptr!"));
}
}
else
{
//UE_LOG(LogHarmonyLink, Error, TEXT("Failed to bring up tick!"));
}
}
void UHarmonyLinkGraphics::OnWorldEnd(UWorld* World)
{
UE_LOG(LogHarmonyLink, Log, TEXT("OnWorldEnd(UWorld* World) called."));
if (!World)
{
UE_LOG(LogHarmonyLink, Error, TEXT("World Already destroyed"))
return;
}
if (!World->IsGameWorld())
{
return;
}
if(World->GetTimerManager().TimerExists(_TickTimerHandle))
{
World->GetTimerManager().ClearTimer(_TickTimerHandle);
}
// Ensure we safely destroy our singleton instance
DestroySettings();
}
bool UHarmonyLinkGraphics::ApplyProfile(const EProfile Profile, const bool bDisableAutomaticSwitch)
{
UE_LOG(LogHarmonyLink, Log, TEXT("Applying Profile."));
// Manual profile change, turn off automatic switching
if (bDisableAutomaticSwitch)
{
_bAutomaticSwitch = false;
}
return ApplyProfileInternal(Profile);
}
void UHarmonyLinkGraphics::ApplySetting(const TPair<FName, FHLConfigValue>& Setting)
{
UE_LOG(LogHarmonyLink, Log, TEXT("Applying settings."));
// Apply the setting based on the key (CVar)
IConsoleManager& ConsoleManager = IConsoleManager::Get();
IConsoleVariable* CVar = ConsoleManager.FindConsoleVariable(*Setting.Key.ToString());
if (CVar)
{
switch (Setting.Value.GetType())
{
case EConfigValueType::Bool:
CVar->Set(Setting.Value.GetValue<bool>(), ECVF_SetByGameSetting);
break;
case EConfigValueType::Float:
CVar->Set(Setting.Value.GetValue<float>(), ECVF_SetByGameSetting);
break;
case EConfigValueType::Int:
CVar->Set(Setting.Value.GetValue<int32>(), ECVF_SetByGameSetting);
break;
default:
UE_LOG(LogHarmonyLink, Warning, TEXT("Unsupported value type for setting: %s"), *Setting.Key.ToString());
break;
}
}
else
{
UE_LOG(LogHarmonyLink, Warning, TEXT("Console variable not found: %s"), *Setting.Key.ToString());
}
}
void UHarmonyLinkGraphics::DebugPrintProfiles() const
{
UE_LOG(LogHarmonyLink, Log, TEXT("DebugPrintProfiles started."));
for (TPair<EProfile, FSettingsProfile> Profile : _Profiles)
{
PrintDebugSection(Profile.Value);
}
UE_LOG(LogHarmonyLink, Log, TEXT("DebugPrintProfiles completed."));
}
FConfigFile* UHarmonyLinkGraphics::GetConfig() const
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("GetConfig Called."));
if (_ConfigFile)
{
return _ConfigFile.Get();
}
FConfigFile* ConfigFile = GConfig->Find(GetConfigDirectoryFile(false), false);
if (!ConfigFile)
{
UE_LOG(LogHarmonyLink, Warning, TEXT("Config file not found, attempting to read DefaultHarmonyLink.ini."));
// Look in ProjectFolder->Config->DefaultHarmonyLink.ini
ConfigFile = GConfig->Find(GetConfigDirectoryFile(true), true);
}
/*if (!ConfigFile)
{
CreateDefaultConfigFile();
ConfigFile = GConfig->Find(GetConfigDirectoryFile(true), true);
}*/
if (ConfigFile)
{
UE_LOG(LogHarmonyLink, Verbose, TEXT("Setting up config."));
ConfigFile->Name = "HarmonyLink";
LoadSettingsFromConfig(ConfigFile);
_ConfigFile = MakeShareable(ConfigFile);
}
else
{
UE_LOG(LogHarmonyLink, Error, TEXT("Failed to make config variable!"))
return nullptr;
}
return _ConfigFile.Get();
}
void UHarmonyLinkGraphics::PrintDebugSection(FSettingsProfile& SettingsProfile)
{
UE_LOG(LogHarmonyLink, Warning, TEXT("[%s]"), *SettingsProfile.SectionName.ToString());
for (const auto& Setting : SettingsProfile.Settings)
{
FString ValueString;
FString TypeString;
switch (Setting.Value.GetType())
{
case EConfigValueType::Int:
ValueString = FString::FromInt(Setting.Value.GetValue<int32>());
TypeString = TEXT("int");
break;
case EConfigValueType::Float:
ValueString = FString::SanitizeFloat(Setting.Value.GetValue<float>());
TypeString = TEXT("float");
break;
case EConfigValueType::Bool:
ValueString = Setting.Value.GetValue<bool>() ? TEXT("true") : TEXT("false");
TypeString = TEXT("bool");
break;
case EConfigValueType::String:
ValueString = Setting.Value.GetValue<FString>();
TypeString = TEXT("string");
break;
}
UE_LOG(LogHarmonyLink, Warning, TEXT("Key: %s = V=%s, T=%s "), *Setting.Key.ToString(), *ValueString, *TypeString);
}
}
void UHarmonyLinkGraphics::ResetInstance()
{
UE_LOG(LogHarmonyLink, Log, TEXT("Resetting instance."));
_INSTANCE->DestroySettings();
GetSettings();
}