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// Copyright Epic Games, Inc. All Rights Reserved.

#include "LyraSettingsShared.h"

#include "Framework/Application/SlateApplication.h"
#include "Internationalization/Culture.h"
#include "Kismet/GameplayStatics.h"
#include "Misc/App.h"
#include "Misc/ConfigCacheIni.h"
#include "Player/LyraLocalPlayer.h"
#include "Rendering/SlateRenderer.h"
#include "SubtitleDisplaySubsystem.h"
#include "EnhancedInputSubsystems.h"
#include "UserSettings/EnhancedInputUserSettings.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingsShared)

static FString SHARED_SETTINGS_SLOT_NAME = TEXT("SharedGameSettings");

namespace LyraSettingsSharedCVars
{
	static float DefaultGamepadLeftStickInnerDeadZone = 0.25f;
	static FAutoConsoleVariableRef CVarGamepadLeftStickInnerDeadZone(

		TEXT("gpad.DefaultLeftStickInnerDeadZone"),

		DefaultGamepadLeftStickInnerDeadZone,

		TEXT("Gamepad left stick inner deadzone")

	);

	static float DefaultGamepadRightStickInnerDeadZone = 0.25f;
	static FAutoConsoleVariableRef CVarGamepadRightStickInnerDeadZone(

		TEXT("gpad.DefaultRightStickInnerDeadZone"),

		DefaultGamepadRightStickInnerDeadZone,

		TEXT("Gamepad right stick inner deadzone")

	);	
}

ULyraSettingsShared::ULyraSettingsShared()
{
	FInternationalization::Get().OnCultureChanged().AddUObject(this, &ThisClass::OnCultureChanged);

	GamepadMoveStickDeadZone = LyraSettingsSharedCVars::DefaultGamepadLeftStickInnerDeadZone;
	GamepadLookStickDeadZone = LyraSettingsSharedCVars::DefaultGamepadRightStickInnerDeadZone;
}

int32 ULyraSettingsShared::GetLatestDataVersion() const

{
	// 0 = before subclassing ULocalPlayerSaveGame
	// 1 = first proper version
	return 1;
}

ULyraSettingsShared* ULyraSettingsShared::CreateTemporarySettings(const ULyraLocalPlayer* LocalPlayer)

{
	// This is not loaded from disk but should be set up to save
	ULyraSettingsShared* SharedSettings = Cast<ULyraSettingsShared>(CreateNewSaveGameForLocalPlayer(ULyraSettingsShared::StaticClass(), LocalPlayer, SHARED_SETTINGS_SLOT_NAME));

	SharedSettings->ApplySettings();

	return SharedSettings;
}

ULyraSettingsShared* ULyraSettingsShared::LoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer)

{
	// This will stall the main thread while it loads
	ULyraSettingsShared* SharedSettings = Cast<ULyraSettingsShared>(LoadOrCreateSaveGameForLocalPlayer(ULyraSettingsShared::StaticClass(), LocalPlayer, SHARED_SETTINGS_SLOT_NAME));

	SharedSettings->ApplySettings();

	return SharedSettings;
}

bool ULyraSettingsShared::AsyncLoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer, FOnSettingsLoadedEvent Delegate)

{
	FOnLocalPlayerSaveGameLoadedNative Lambda = FOnLocalPlayerSaveGameLoadedNative::CreateLambda([Delegate]
		(ULocalPlayerSaveGame* LoadedSave)
		{
			ULyraSettingsShared* LoadedSettings = CastChecked<ULyraSettingsShared>(LoadedSave);
			
			LoadedSettings->ApplySettings();

			Delegate.ExecuteIfBound(LoadedSettings);
		});

	return ULocalPlayerSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer(ULyraSettingsShared::StaticClass(), LocalPlayer, SHARED_SETTINGS_SLOT_NAME, Lambda);
}

void ULyraSettingsShared::SaveSettings()

{
	// Schedule an async save because it's okay if it fails
	AsyncSaveGameToSlotForLocalPlayer();

	// TODO_BH: Move this to the serialize function instead with a bumped version number
	if (UEnhancedInputLocalPlayerSubsystem* System = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(OwningPlayer))
	{
		if (UEnhancedInputUserSettings* InputSettings = System->GetUserSettings())
		{
			InputSettings->AsyncSaveSettings();
		}
	}
}

void ULyraSettingsShared::ApplySettings()

{
	ApplySubtitleOptions();
	ApplyBackgroundAudioSettings();
	ApplyCultureSettings();

	if (UEnhancedInputLocalPlayerSubsystem* System = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(OwningPlayer))
	{
		if (UEnhancedInputUserSettings* InputSettings = System->GetUserSettings())
		{
			InputSettings->ApplySettings();
		}
	}
}

void ULyraSettingsShared::SetColorBlindStrength(int32 InColorBlindStrength)

{
	InColorBlindStrength = FMath::Clamp(InColorBlindStrength, 0, 10);
	if (ColorBlindStrength != InColorBlindStrength)
	{
		ColorBlindStrength = InColorBlindStrength;
		FSlateApplication::Get().GetRenderer()->SetColorVisionDeficiencyType(
			(EColorVisionDeficiency)(int32)ColorBlindMode, (int32)ColorBlindStrength, true, false);
	}
}

int32 ULyraSettingsShared::GetColorBlindStrength() const

{
	return ColorBlindStrength;
}

void ULyraSettingsShared::SetColorBlindMode(EColorBlindMode InMode)

{
	if (ColorBlindMode != InMode)
	{
		ColorBlindMode = InMode;
		FSlateApplication::Get().GetRenderer()->SetColorVisionDeficiencyType(
			(EColorVisionDeficiency)(int32)ColorBlindMode, (int32)ColorBlindStrength, true, false);
	}
}

EColorBlindMode ULyraSettingsShared::GetColorBlindMode() const

{
	return ColorBlindMode;
}

void ULyraSettingsShared::ApplySubtitleOptions()

{
	if (USubtitleDisplaySubsystem* SubtitleSystem = USubtitleDisplaySubsystem::Get(OwningPlayer))
	{
		FSubtitleFormat SubtitleFormat;
		SubtitleFormat.SubtitleTextSize = SubtitleTextSize;
		SubtitleFormat.SubtitleTextColor = SubtitleTextColor;
		SubtitleFormat.SubtitleTextBorder = SubtitleTextBorder;
		SubtitleFormat.SubtitleBackgroundOpacity = SubtitleBackgroundOpacity;

		SubtitleSystem->SetSubtitleDisplayOptions(SubtitleFormat);
	}
}

//////////////////////////////////////////////////////////////////////

void ULyraSettingsShared::SetAllowAudioInBackgroundSetting(ELyraAllowBackgroundAudioSetting NewValue)

{
	if (ChangeValueAndDirty(AllowAudioInBackground, NewValue))
	{
		ApplyBackgroundAudioSettings();
	}
}

void ULyraSettingsShared::ApplyBackgroundAudioSettings()

{
	if (OwningPlayer && OwningPlayer->IsPrimaryPlayer())
	{
		FApp::SetUnfocusedVolumeMultiplier((AllowAudioInBackground != ELyraAllowBackgroundAudioSetting::Off) ? 1.0f : 0.0f);
	}
}

//////////////////////////////////////////////////////////////////////

void ULyraSettingsShared::ApplyCultureSettings()

{
	if (bResetToDefaultCulture)
	{
		const FCulturePtr SystemDefaultCulture = FInternationalization::Get().GetDefaultCulture();
		check(SystemDefaultCulture.IsValid());

		const FString CultureToApply = SystemDefaultCulture->GetName();
		if (FInternationalization::Get().SetCurrentCulture(CultureToApply))
		{
			// Clear this string
			GConfig->RemoveKey(TEXT("Internationalization"), TEXT("Culture"), GGameUserSettingsIni);
			GConfig->Flush(false, GGameUserSettingsIni);
		}
		bResetToDefaultCulture = false;
	}
	else if (!PendingCulture.IsEmpty())
	{
		// SetCurrentCulture may trigger PendingCulture to be cleared (if a culture change is broadcast) so we take a copy of it to work with
		const FString CultureToApply = PendingCulture;
		if (FInternationalization::Get().SetCurrentCulture(CultureToApply))
		{
			// Note: This is intentionally saved to the users config
			// We need to localize text before the player logs in and very early in the loading screen
			GConfig->SetString(TEXT("Internationalization"), TEXT("Culture"), *CultureToApply, GGameUserSettingsIni);
			GConfig->Flush(false, GGameUserSettingsIni);
		}
		ClearPendingCulture();
	}
}

void ULyraSettingsShared::ResetCultureToCurrentSettings()

{
	ClearPendingCulture();
	bResetToDefaultCulture = false;
}

const FString& ULyraSettingsShared::GetPendingCulture() const

{
	return PendingCulture;
}

void ULyraSettingsShared::SetPendingCulture(const FString& NewCulture)

{
	PendingCulture = NewCulture;
	bResetToDefaultCulture = false;
	bIsDirty = true;
}

void ULyraSettingsShared::OnCultureChanged()

{
	ClearPendingCulture();
	bResetToDefaultCulture = false;
}

void ULyraSettingsShared::ClearPendingCulture()

{
	PendingCulture.Reset();
}

bool ULyraSettingsShared::IsUsingDefaultCulture() const

{
	FString Culture;
	GConfig->GetString(TEXT("Internationalization"), TEXT("Culture"), Culture, GGameUserSettingsIni);

	return Culture.IsEmpty();
}

void ULyraSettingsShared::ResetToDefaultCulture()

{
	ClearPendingCulture();
	bResetToDefaultCulture = true;
	bIsDirty = true;
}

//////////////////////////////////////////////////////////////////////

void ULyraSettingsShared::ApplyInputSensitivity()

{
	
}