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36 lines
1.6 KiB
C++
36 lines
1.6 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "SLocalizationTargetEditor.h"
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#include "Modules/ModuleManager.h"
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#include "IDetailsView.h"
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#include "LocalizationTargetTypes.h"
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#include "LocalizationConfigurationScript.h"
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#include "PropertyEditorModule.h"
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void SLocalizationTargetEditor::Construct(const FArguments& InArgs, ULocalizationTargetSet* const InProjectSettings, ULocalizationTarget* const InLocalizationTarget, const FIsPropertyEditingEnabled& IsPropertyEditingEnabled)
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{
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check(InProjectSettings->TargetObjects.Contains(InLocalizationTarget));
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LocalizationTarget = InLocalizationTarget;
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FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
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FDetailsViewArgs DetailsViewArgs(false, false, false, FDetailsViewArgs::ENameAreaSettings::HideNameArea, false, nullptr, false, NAME_None);
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TSharedRef<IDetailsView> DetailsView = PropertyModule.CreateDetailView(DetailsViewArgs);
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DetailsView->SetObject(InLocalizationTarget, true);
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DetailsView->SetIsPropertyEditingEnabledDelegate(IsPropertyEditingEnabled);
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DetailsView->OnFinishedChangingProperties().AddSP(this, &SLocalizationTargetEditor::OnFinishedChangingProperties);
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ChildSlot
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[
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DetailsView
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];
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}
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void SLocalizationTargetEditor::OnFinishedChangingProperties(const FPropertyChangedEvent& InEvent)
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{
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if (ULocalizationTarget* LocalizationTargetPtr = LocalizationTarget.Get())
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{
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// Update the exported gather INIs for this target to reflect the new settings
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LocalizationConfigurationScript::GenerateAllConfigFiles(LocalizationTargetPtr);
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}
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}
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