103 lines
3.3 KiB
C#
103 lines
3.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace QuestAppLauncher
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{
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/// <summary>
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/// Root config object
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/// </summary>
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[Serializable]
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public class Config
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{
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// Supported category types
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public const string Category_None = "none";
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public const string Category_Auto = "auto";
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public const string Category_Custom = "custom";
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/// <summary>
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/// Grid size
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/// </summary>
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[Serializable]
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public class GridSize
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{
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public int rows = 3;
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public int cols = 3;
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}
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// Grid size, specified as cols x rows
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public GridSize gridSize = new GridSize();
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// Whether to show 2D apps
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public bool show2D = false;
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// Whether to only show apps that are explicitly specified in appnames.txt file.
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// If true, this will not show installed apps that are not in appnames.txt. This
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// is useful for organizing the launcher with a highly curated list of apps.
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public bool showOnlyCustom = false;
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// Category types: "none", "auto", "custom":
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// - none: No categories - all apps are listed in a single pane
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// - auto: Apps are automatically categorized into 3 tabs - Quest, Go/GearVr, 2D
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// - custom: Apps are categorized according to appnames.txt file
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public string categoryType = Category_Auto;
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}
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/// <summary>
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/// Class responsible for loading / saving config into a config.json file.
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/// </summary>
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public class ConfigPersistence
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{
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// File name of app name overrides
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const string ConfigFileName = "config.json";
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/// <summary>
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/// Load config from file
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/// </summary>
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/// <param name="config">Config object that will be overwritten</param>
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static public void LoadConfig(Config config)
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{
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var configFilePath = Path.Combine(UnityEngine.Application.persistentDataPath, ConfigFileName);
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if (File.Exists(configFilePath))
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{
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Debug.Log("Found config file: " + configFilePath);
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var jsonConfig = File.ReadAllText(configFilePath);
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try
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{
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JsonUtility.FromJsonOverwrite(jsonConfig, config);
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}
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catch (Exception e)
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{
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Debug.Log(string.Format("Failed to read config: {0}", e.Message));
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}
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}
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else
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{
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Debug.Log("Did not find config file: " + configFilePath);
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}
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}
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/// <summary>
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/// Save config to a file
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/// </summary>
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/// <param name="config"></param>
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static public void SaveConfig(Config config)
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{
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var configFilePath = Path.Combine(UnityEngine.Application.persistentDataPath, ConfigFileName);
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Debug.Log("Saving config file: " + configFilePath);
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try
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{
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File.WriteAllText(configFilePath, JsonUtility.ToJson(config, true));
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}
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catch (Exception e)
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{
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Debug.Log(string.Format("Failed to read config: {0}", e.Message));
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}
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}
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}
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} |