Initial Commit
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/*=========================================================================
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Library: iMSTK-Unity
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Copyright (c) Kitware, Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0.txt
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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=========================================================================*/
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using UnityEditor;
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using UnityEngine;
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namespace ImstkUnity
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{
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[System.Serializable]
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public class ImstkSettings : ScriptableObject
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{
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// This is absolute path, does not support moving the directory
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// Expects Imstk to be under "Imstk"
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public const string settingsDirectory = "Assets/Imstk/Resources/";
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public const string settingsPath = settingsDirectory+"ImstkSettings.asset";
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[SerializeField]
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public bool useDeveloperMode = false;
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[SerializeField]
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public string installSourcePath = "";
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[SerializeField]
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public bool useOptimalNumberOfThreads = true;
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public static ImstkSettings Instance()
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{
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//
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#if UNITY_EDITOR
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var settings = AssetDatabase.LoadAssetAtPath<ImstkSettings>(settingsPath);
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// If it doesn't exist, create default
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if (settings == null)
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{
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if (!System.IO.Directory.Exists(settingsDirectory))
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{
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System.IO.Directory.CreateDirectory(settingsDirectory);
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}
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settings = CreateInstance<ImstkSettings>();
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AssetDatabase.CreateAsset(settings, settingsPath);
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}
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//string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);
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//settings.useDebug = defines.Contains("IMSTK_DEBUG");
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AssetDatabase.SaveAssets();
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#else
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var settings = CreateInstance<ImstkSettings>();
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#endif
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// Temporary
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return settings;
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}
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}
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}
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