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TTP# 333732 - EDITOR: The new project wizard falls back to using TP_TemplateName if it can't find a matching translation, even if an English translation is available ReviewedBy Andrew.Rodham, Max.Preussner [CL 2065413 by Jamie Dale in Main branch]
88 lines
1.8 KiB
C++
88 lines
1.8 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "TemplateProjectDefs.generated.h"
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USTRUCT()
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struct FTemplateReplacement
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY()
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TArray<FString> Extensions;
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UPROPERTY()
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FString From;
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UPROPERTY()
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FString To;
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UPROPERTY()
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bool bCaseSensitive;
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};
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USTRUCT()
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struct FTemplateFolderRename
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY()
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FString From;
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UPROPERTY()
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FString To;
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};
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USTRUCT()
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struct FLocalizedTemplateString
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY()
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FString Language;
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UPROPERTY()
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FString Text;
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};
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UCLASS(config=TemplateDefs)
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class UTemplateProjectDefs : public UObject
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(config)
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TArray<FLocalizedTemplateString> LocalizedDisplayNames;
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UPROPERTY(config)
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TArray<FLocalizedTemplateString> LocalizedDescriptions;
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UPROPERTY(config)
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TArray<FString> FoldersToIgnore;
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UPROPERTY(config)
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TArray<FString> FilesToIgnore;
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UPROPERTY(config)
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TArray<FTemplateFolderRename> FolderRenames;
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UPROPERTY(config)
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TArray<FTemplateReplacement> FilenameReplacements;
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UPROPERTY(config)
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TArray<FTemplateReplacement> ReplacementsInFiles;
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/** Fixes up all strings in this definitions object to replace %TEMPLATENAME% with the supplied template name and %PROJECTNAME% with the supplied project name */
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void FixupStrings(const FString& TemplateName, const FString& ProjectName);
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/** Returns the display name for the current culture, or English if the current culture has no translation */
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FText GetDisplayNameText();
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/** Returns the display name for the current culture, or English if the current culture has no translation */
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FText GetLocalizedDescription();
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private:
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void FixString(FString& InOutStringToFix, const FString& TemplateName, const FString& ProjectName);
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};
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