Files
QuestAppLauncher/Assets/Scripts/Config.cs
tverona1 81e778f281 Improved tab support
- Ability to specify position of auto & custom tabs (top, left, right)
- Highlighting around selected tab
2019-08-04 13:09:49 -07:00

99 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
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";
/// <summary>
/// Grid size
/// </summary>
[Serializable]
public class GridSize
{
public int rows = 3;
public int cols = 3;
}
// Grid size, specified as cols x rows
public GridSize gridSize = new GridSize();
// Whether to show 2D apps
public bool show2D = false;
// 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.txt file
public string customCategory = Category_Right;
}
/// <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">Config object that will be overwritten</param>
static public void LoadConfig(Config config)
{
var configFilePath = Path.Combine(UnityEngine.Application.persistentDataPath, ConfigFileName);
if (File.Exists(configFilePath))
{
Debug.Log("Found config file: " + configFilePath);
var jsonConfig = File.ReadAllText(configFilePath);
try
{
JsonUtility.FromJsonOverwrite(jsonConfig, config);
}
catch (Exception e)
{
Debug.Log(string.Format("Failed to read config: {0}", e.Message));
}
}
else
{
Debug.Log("Did not find config file: " + configFilePath);
}
}
/// <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, JsonUtility.ToJson(config, true));
}
catch (Exception e)
{
Debug.Log(string.Format("Failed to read config: {0}", e.Message));
}
}
}
}