40 lines
1.8 KiB
C++
40 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "Templates/Function.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/NameTypes.h"
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class FLocalizationSCC;
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class IAssetRegistry;
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class UObject;
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class UPackage;
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struct FAssetData;
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struct FTopLevelAssetPath;
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struct FLocalizedAssetSCCUtil
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{
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static bool SaveAssetWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UObject* InAsset);
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static bool SaveAssetWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UObject* InAsset, const FString& InFilename);
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static bool SavePackageWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UPackage* InPackage);
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static bool SavePackageWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UPackage* InPackage, const FString& InFilename);
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static bool DeleteAssetWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UObject* InAsset);
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static bool DeletePackageWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, UPackage* InPackage);
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typedef TFunctionRef<bool(const FString&)> FSaveFileCallback;
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static bool SaveFileWithSCC(const TSharedPtr<FLocalizationSCC>& InSourceControlInfo, const FString& InFilename, const FSaveFileCallback& InSaveFileCallback);
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};
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struct FLocalizedAssetUtil
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{
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static bool GetAssetsByPathAndClass(IAssetRegistry& InAssetRegistry, const FName InPackagePath, const FTopLevelAssetPath& InClassName, const bool bIncludeLocalizedAssets, TArray<FAssetData>& OutAssets);
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static bool GetAssetsByPathAndClass(IAssetRegistry& InAssetRegistry, const TArray<FName>& InPackagePaths, const FTopLevelAssetPath& InClassName, const bool bIncludeLocalizedAssets, TArray<FAssetData>& OutAssets);
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};
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