// Copyright Epic Games, Inc. All Rights Reserved. #include "AudioSettingsDetails.h" #include "Containers/UnrealString.h" #include "DetailCategoryBuilder.h" #include "DetailLayoutBuilder.h" #include "DetailWidgetRow.h" #include "Fonts/SlateFontInfo.h" #include "HAL/Platform.h" #include "Internationalization/Internationalization.h" #include "Layout/Margin.h" #include "Misc/AssertionMacros.h" #include "Misc/Attribute.h" #include "Misc/Guid.h" #include "Misc/Optional.h" #include "PropertyHandle.h" #include "SlotBase.h" #include "Sound/AudioSettings.h" #include "Sound/DialogueWave.h" #include "Types/SlateEnums.h" #include "Widgets/DeclarativeSyntaxSupport.h" #include "Widgets/SBoxPanel.h" #include "Widgets/Text/STextBlock.h" #define LOCTEXT_NAMESPACE "AudioSettingsDetails" TSharedRef FAudioSettingsDetails::MakeInstance() { return MakeShareable(new FAudioSettingsDetails); } void FAudioSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { DialogueFilenameFormatProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UAudioSettings, DialogueFilenameFormat)); DialogueFilenameFormatProperty->MarkHiddenByCustomization(); IDetailCategoryBuilder& DialogueCategoryBuilder = DetailBuilder.EditCategory("Dialogue", LOCTEXT("DialogueCategoryLabel", "Dialogue")); DialogueCategoryBuilder.AddCustomRow(DialogueFilenameFormatProperty->GetPropertyDisplayName()) .NameContent() [ DialogueFilenameFormatProperty->CreatePropertyNameWidget() ] .ValueContent() .HAlign(HAlign_Fill) .MaxDesiredWidth(TOptional()) [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .AutoWidth() [ DialogueFilenameFormatProperty->CreatePropertyValueWidget() ] +SHorizontalBox::Slot() .HAlign(HAlign_Right) .VAlign(VAlign_Center) .Padding(FMargin(4.0f, 0.0f, 30.0f, 0.0f)) [ SNew(STextBlock) .Font(DetailBuilder.GetDetailFont()) .Text(this, &FAudioSettingsDetails::GetExampleDialogueFilename) ] ]; } FText FAudioSettingsDetails::GetExampleDialogueFilename() const { static const FGuid DummyGuid(0xa05875c2, 0xc7ca4601, 0x92e03564, 0x532674a3); static const FString DummyAssetName = TEXT("Bob_CannotDo_Dialogue"); static const FString DummyContextId = TEXT("C174FFF6B897CD21"); FString FormatString; DialogueFilenameFormatProperty->GetValue(FormatString); return FText::FromString(UDialogueWave::BuildRecordedAudioFilename(FormatString, DummyGuid, DummyAssetName, DummyContextId, 2)); } #undef LOCTEXT_NAMESPACE