Files
UnrealEngineUWP/Engine/Source/Runtime/Overlay/Private/Assets/LocalizedOverlays.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

75 lines
2.0 KiB
C++

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