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