VRTowerDef/Plugins/MetaXR/Source/OculusXRProjectSetupTool/Public/OculusXRRuleProcessorSubsys...

101 lines
2.3 KiB
C
Raw Permalink Normal View History

2024-05-29 08:53:41 +00:00
// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreMinimal.h"
#include "OculusXRSetupRule.h"
#include "Developer/LauncherServices/Public/ILauncher.h"
#include "Subsystems/EngineSubsystem.h"
#include "OculusXRRuleProcessorSubsystem.generated.h"
/**
* The rule processor handles registration and querying of rules
*/
UCLASS()
class OCULUSXRPROJECTSETUPTOOL_API UOculusXRRuleProcessorSubsystem final : public UEngineSubsystem
{
GENERATED_BODY()
public:
struct RuleStatus
{
unsigned PendingRequiredRulesCount = 0;
unsigned PendingRecommendedRulesCount = 0;
};
/**
* Initialize the subsystem. USubsystem override
*/
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
/**
* De-initializes the subsystem. USubsystem override
*/
virtual void Deinitialize() override;
/**
* Register a rule
*
* @return true if successfully registered
*/
bool RegisterRule(const SetupRulePtr& Rule);
/**
* Unregister a rule
*
* @return true if successfully unregistered
*/
bool UnregisterRule(const SetupRulePtr& Rule);
/**
* Unregister all rules
*/
void UnregisterAllRules();
/**
* Fetch all rules
*/
const TSet<SetupRulePtr, FSetupRuleKeyFunc>& GetRules() const;
/**
* Fetch rule with given `Id`
*/
SetupRulePtr GetRule(const FName& Id) const;
/**
* Returns if there are dynamic lights in project
*/
bool DynamicLightsExistInProject() const;
void SendSummaryEvent();
void SendSummaryEvent(ESetupRulePlatform Platform) const;
/**
* Refresh state
*/
void Refresh();
/**
* Returns number of not applied critical and recommended rules
*/
RuleStatus UnAppliedRulesStatus(ESetupRulePlatform Platform) const;
private:
void PopulateDynamicLights();
void RegisterRules(const TArray<SetupRulePtr>& Rules);
//** A set containing all the registered rules
TSet<SetupRulePtr, FSetupRuleKeyFunc> Rules = {};
// Dynamic lights in project
TMap<FString, TWeakObjectPtr<ULightComponentBase>> DynamicLights;
// Launcher handles
FDelegateHandle LauncherCallbackHandle;
void OnLauncherCreated(ILauncherRef Launcher);
void OnLauncherWorkerStarted(ILauncherWorkerPtr LauncherWorker, ILauncherProfileRef Profile);
void OnPIEEnded(bool bIsSimulating);
TArray<SetupRulePtr> UnAppliedRulesForPlatform(ESetupRulePlatform Platform, const TSet<ESetupRuleSeverity>& Severities) const;
};