Files
UnrealEngineUWP/Engine/Source/Editor/LocalizationDashboard/Private/SLocalizationTargetEditor.cpp
sebastian nordgren c678b96a4b FDetailsViewArgs 8 parameter defaulted constructor deprecated and all usages fixed.
#rb lauren.barnes

[CL 14750682 by sebastian nordgren in ue5-main branch]
2020-11-16 08:16:15 -04:00

39 lines
1.6 KiB
C++

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