Files
UnrealEngineUWP/Engine/Source/Editor/GameProjectGeneration/Classes/TemplateProjectDefs.h
2014-03-14 14:13:41 -04:00

88 lines
1.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "TemplateProjectDefs.generated.h"
USTRUCT()
struct FTemplateReplacement
{
GENERATED_USTRUCT_BODY()
UPROPERTY()
TArray<FString> Extensions;
UPROPERTY()
FString From;
UPROPERTY()
FString To;
UPROPERTY()
bool bCaseSensitive;
};
USTRUCT()
struct FTemplateFolderRename
{
GENERATED_USTRUCT_BODY()
UPROPERTY()
FString From;
UPROPERTY()
FString To;
};
USTRUCT()
struct FLocalizedTemplateString
{
GENERATED_USTRUCT_BODY()
UPROPERTY()
FString Language;
UPROPERTY()
FString Text;
};
UCLASS(config=TemplateDefs)
class UTemplateProjectDefs : public UObject
{
GENERATED_UCLASS_BODY()
UPROPERTY(config)
TArray<FLocalizedTemplateString> LocalizedDisplayNames;
UPROPERTY(config)
TArray<FLocalizedTemplateString> LocalizedDescriptions;
UPROPERTY(config)
TArray<FString> FoldersToIgnore;
UPROPERTY(config)
TArray<FString> FilesToIgnore;
UPROPERTY(config)
TArray<FTemplateFolderRename> FolderRenames;
UPROPERTY(config)
TArray<FTemplateReplacement> FilenameReplacements;
UPROPERTY(config)
TArray<FTemplateReplacement> ReplacementsInFiles;
/** Fixes up all strings in this definitions object to replace %TEMPLATENAME% with the supplied template name and %PROJECTNAME% with the supplied project name */
void FixupStrings(const FString& TemplateName, const FString& ProjectName);
/** Returns the display name for the current culture */
FText GetDisplayNameText();
/** Returns the display name for the current culture */
FText GetLocalizedDescription();
private:
void FixString(FString& InOutStringToFix, const FString& TemplateName, const FString& ProjectName);
};