Files
UnrealEngine/Engine/Source/Runtime/Overlay/Private/Assets/LocalizedOverlays.cpp
2025-05-18 13:04:45 +08:00

86 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LocalizedOverlays.h"
#include "BasicOverlays.h"
#include "Internationalization/Internationalization.h"
#include "Internationalization/Culture.h"
#include "UObject/AssetRegistryTagsContext.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LocalizedOverlays)
#if WITH_EDITORONLY_DATA
#include "EditorFramework/AssetImportData.h"
#endif // WITH_EDITORONLY_DATA
void ULocalizedOverlays::PostInitProperties()
{
#if WITH_EDITORONLY_DATA
if (!HasAnyFlags(RF_ClassDefaultObject))
{
AssetImportData = NewObject<UAssetImportData>(this, TEXT("AssetImportData"));
}
#endif
Super::PostInitProperties();
}
void ULocalizedOverlays::GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS;
Super::GetAssetRegistryTags(OutTags);
PRAGMA_ENABLE_DEPRECATION_WARNINGS;
}
void ULocalizedOverlays::GetAssetRegistryTags(FAssetRegistryTagsContext Context) const
{
#if WITH_EDITORONLY_DATA
if (AssetImportData)
{
Context.AddTag(FAssetRegistryTag(SourceFileTagName(), AssetImportData->GetSourceData().ToJson(), FAssetRegistryTag::TT_Hidden));
}
#endif // WITH_EDITORONLY_DATA
Super::GetAssetRegistryTags(Context);
}
UBasicOverlays* ULocalizedOverlays::GetCurrentLocaleOverlays() const
{
UBasicOverlays* OverlaysToUse = DefaultOverlays;
// Determine what out current culture is, and grab the most appropriate set of subtitles for it
FInternationalization& Internationalization = FInternationalization::Get();
const TArray<FString> PrioritizedCultureNames = Internationalization.GetPrioritizedCultureNames(Internationalization.GetCurrentCulture()->GetName());
for (const FString& CultureName : PrioritizedCultureNames)
{
if (LocaleToOverlaysMap.Contains(CultureName))
{
OverlaysToUse = *LocaleToOverlaysMap.Find(CultureName);
break;
}
}
return OverlaysToUse;
}
TArray<FOverlayItem> ULocalizedOverlays::GetAllOverlays() const
{
UBasicOverlays* OverlaysToUse = GetCurrentLocaleOverlays();
return (OverlaysToUse != nullptr) ? OverlaysToUse->GetAllOverlays() : TArray<FOverlayItem>();
}
void ULocalizedOverlays::GetOverlaysForTime(const FTimespan& Time, TArray<FOverlayItem>& OutOverlays) const
{
OutOverlays.Empty();
UBasicOverlays* OverlaysToUse = GetCurrentLocaleOverlays();
if (OverlaysToUse != nullptr)
{
OverlaysToUse->GetOverlaysForTime(Time, OutOverlays);
}
}