Files
UnrealEngineUWP/Engine/Source/Developer/InternationalizationSettings/Private/InternationalizationSettingsModel.cpp

72 lines
3.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Settings.cpp: Implements the constructors for the various settings classes.
=============================================================================*/
#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();
}