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QuestAppLauncher/Assets/Scripts/Config.cs
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C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
namespace QuestAppLauncher
{
/// <summary>
/// Root config object
/// </summary>
[Serializable]
public class Config
{
// Supported category mode
public const string Category_Off = "off";
public const string Category_Top = "top";
public const string Category_Left = "left";
public const string Category_Right = "right";
// Sort settings
public const string Sort_AZ = "az";
public const string Sort_MostRecent = "mostRecent";
// Download repos
public const string DownloadRepo_Type_GitHub = "github";
/// <summary>
/// Asset source backed by a plain HTTP endpoint that hosts a manifest JSON.
/// <c>repoUri</c> should be the full URL to the manifest file.
/// Manifest format: { "files": [ { "name": "iconpack_v1.zip", "url": "...", "updatedAt": "..." } ] }
/// </summary>
public const string DownloadRepo_Type_Http = "http";
public const string DownloadRepo_Default = @"hooverhigh/QuestAppLauncher_Assets/releases/latest";
// Background
public const string Background_Default = "default";
/// <summary>
/// Grid size
/// </summary>
[Serializable]
public class GridSize
{
public int rows = 3;
public int cols = 3;
}
/// <summary>
/// Download repo type
/// </summary>
[Serializable]
public class DownloadRepo
{
public string repoUri;
public string type;
}
// Grid size, specified as cols x rows
public GridSize gridSize = new GridSize();
// Sort mode
public string sortMode = Sort_AZ;
// Whether to show 2D apps
public bool show2D = true;
// Auto Category: Apps are automatically categorized into 3 tabs - Quest, Go/GearVr, 2D
public string autoCategory = Category_Top;
// Custom Category: Apps are categorized according to appnames.json
public string customCategory = Category_Right;
// Whether to auto-download updates
public bool autoUpdate = true;
// Background image path
public string background = Background_Default;
// Download repos
public List<DownloadRepo> downloadRepos = new List<DownloadRepo>();
/// <summary>
/// Optional URL for the managed-policy endpoint.
/// When non-empty, policies are fetched from this URL on every startup.
/// Can also be set at compile time via the DEV_ENDPOINT scripting define.
/// </summary>
public string managedPolicyEndpoint = "";
public Config(bool initDefaults = false)
{
if (initDefaults)
{
// We must initialize any default collection values here. Otherwise, if we initialize them inline,
// we'll keep adding duplicate values whenever we persist via JSON.NET (since it invokes the default contructor as part
// of deserialization, which again adds the default value).
this.downloadRepos.Add(new DownloadRepo { repoUri = DownloadRepo_Default, type = DownloadRepo_Type_GitHub });
}
}
}
/// <summary>
/// Class responsible for loading / saving config into a config.json file.
/// </summary>
public class ConfigPersistence
{
// File name of app name overrides
const string ConfigFileName = "config.json";
/// <summary>
/// Load config from file
/// </summary>
/// <param name="config"></param>
/// <returns>Config object</returns>
static public Config LoadConfig()
{
var configFilePath = Path.Combine(UnityEngine.Application.persistentDataPath, ConfigFileName);
if (File.Exists(configFilePath))
{
Debug.Log("Found config file: " + configFilePath);
var jsonConfig = File.ReadAllText(configFilePath);
try
{
return JsonConvert.DeserializeObject<Config>(jsonConfig);
}
catch (Exception e)
{
Debug.Log(string.Format("Failed to read config: {0}", e.Message));
}
}
else
{
Debug.Log("Did not find config file: " + configFilePath);
}
// Return default config
return new Config(true);
}
/// <summary>
/// Save config to a file
/// </summary>
/// <param name="config"></param>
static public void SaveConfig(Config config)
{
var configFilePath = Path.Combine(UnityEngine.Application.persistentDataPath, ConfigFileName);
Debug.Log("Saving config file: " + configFilePath);
try
{
File.WriteAllText(configFilePath, JsonConvert.SerializeObject(config, Formatting.Indented));
}
catch (Exception e)
{
Debug.Log(string.Format("Failed to write config: {0}", e.Message));
}
}
}
}