// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "InternationalizationSettingsModulePrivatePCH.h" /* UInternationalizationSettingsModel interface *****************************************************************************/ UInternationalizationSettingsModel::UInternationalizationSettingsModel( const class FPostConstructInitializeProperties& PCIP ) : Super(PCIP) { } void UInternationalizationSettingsModel::SaveDefaults() { FString SavedCultureName; GConfig->GetString( TEXT("Internationalization"), TEXT("Culture"), SavedCultureName, GEditorGameAgnosticIni ); GConfig->SetString( TEXT("Internationalization"), TEXT("Culture"), *SavedCultureName, GEngineIni ); bool bShouldLoadLocalizedPropertyNames = true; GConfig->GetBool( TEXT("Internationalization"), TEXT("ShouldLoadLocalizedPropertyNames"), bShouldLoadLocalizedPropertyNames, GEditorGameAgnosticIni ); GConfig->SetBool( TEXT("Internationalization"), TEXT("ShouldLoadLocalizedPropertyNames"), bShouldLoadLocalizedPropertyNames, GEngineIni ); } void UInternationalizationSettingsModel::ResetToDefault() { FString SavedCultureName; GConfig->GetString( TEXT("Internationalization"), TEXT("Culture"), SavedCultureName, GEngineIni ); GConfig->SetString( TEXT("Internationalization"), TEXT("Culture"), *SavedCultureName, GEditorGameAgnosticIni ); bool bShouldLoadLocalizedPropertyNames = true; GConfig->GetBool( TEXT("Internationalization"), TEXT("ShouldLoadLocalizedPropertyNames"), bShouldLoadLocalizedPropertyNames, GEngineIni ); GConfig->SetBool( TEXT("Internationalization"), TEXT("ShouldLoadLocalizedPropertyNames"), bShouldLoadLocalizedPropertyNames, GEditorGameAgnosticIni ); SettingChangedEvent.Broadcast(); } FString UInternationalizationSettingsModel::GetCultureName() const { FString SavedCultureName; if( !GConfig->GetString( TEXT("Internationalization"), TEXT("Culture"), SavedCultureName, GEditorGameAgnosticIni ) ) { GConfig->GetString( TEXT("Internationalization"), TEXT("Culture"), SavedCultureName, GEngineIni ); } return SavedCultureName; } void UInternationalizationSettingsModel::SetCultureName(const FString& CultureName) { GConfig->SetString( TEXT("Internationalization"), TEXT("Culture"), *CultureName, GEditorGameAgnosticIni ); SettingChangedEvent.Broadcast(); } bool UInternationalizationSettingsModel::ShouldLoadLocalizedPropertyNames() const { bool bShouldLoadLocalizedPropertyNames = true; if( !GConfig->GetBool( TEXT("Internationalization"), TEXT("ShouldLoadLocalizedPropertyNames"), bShouldLoadLocalizedPropertyNames, GEditorGameAgnosticIni ) ) { GConfig->GetBool( TEXT("Internationalization"), TEXT("ShouldLoadLocalizedPropertyNames"), bShouldLoadLocalizedPropertyNames, GEngineIni ); } return bShouldLoadLocalizedPropertyNames; } void UInternationalizationSettingsModel::ShouldLoadLocalizedPropertyNames(const bool Value) { GConfig->SetBool( TEXT("Internationalization"), TEXT("ShouldLoadLocalizedPropertyNames"), Value, GEditorGameAgnosticIni ); SettingChangedEvent.Broadcast(); }