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7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraSettingValueDiscrete_Language.h"
#include "Internationalization/Culture.h"
#include "Internationalization/TextLocalizationManager.h"
#include "Messaging/CommonGameDialog.h"
#include "Messaging/CommonMessagingSubsystem.h"
#include "Player/LyraLocalPlayer.h"
#include "Settings/LyraSettingsShared.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingValueDiscrete_Language)
#define LOCTEXT_NAMESPACE "Lyra"
static const int32 SettingSystemDefaultLanguageIndex = 0;
ULyraSettingValueDiscrete_Language::ULyraSettingValueDiscrete_Language()
{
}
void ULyraSettingValueDiscrete_Language::OnInitialized()
{
Super::OnInitialized();
const TArray<FString> AllCultureNames = FTextLocalizationManager::Get().GetLocalizedCultureNames(ELocalizationLoadFlags::Game);
for (const FString& CultureName : AllCultureNames)
{
if (FInternationalization::Get().IsCultureAllowed(CultureName))
{
AvailableCultureNames.Add(CultureName);
}
}
AvailableCultureNames.Insert(TEXT(""), SettingSystemDefaultLanguageIndex);
}
void ULyraSettingValueDiscrete_Language::StoreInitial()
{
// ?
}
void ULyraSettingValueDiscrete_Language::OnApply()
{
if (UCommonMessagingSubsystem* Messaging = LocalPlayer->GetSubsystem<UCommonMessagingSubsystem>())
{
Messaging->ShowConfirmation(
UCommonGameDialogDescriptor::CreateConfirmationOk(
LOCTEXT("WarningLanguage_Title", "Language Changed"),
LOCTEXT("WarningLanguage_Message", "You will need to restart the game completely for all language related changes to take effect.")
)
);
}
}
void ULyraSettingValueDiscrete_Language::ResetToDefault()
{
SetDiscreteOptionByIndex(SettingSystemDefaultLanguageIndex);
}
void ULyraSettingValueDiscrete_Language::RestoreToInitial()
{
if (ULyraSettingsShared* Settings = CastChecked<ULyraLocalPlayer>(LocalPlayer)->GetSharedSettings())
{
Settings->ClearPendingCulture();
NotifySettingChanged(EGameSettingChangeReason::RestoreToInitial);
}
}
void ULyraSettingValueDiscrete_Language::SetDiscreteOptionByIndex(int32 Index)
{
if (ULyraSettingsShared* Settings = CastChecked<ULyraLocalPlayer>(LocalPlayer)->GetSharedSettings())
{
if (Index == SettingSystemDefaultLanguageIndex)
{
Settings->ResetToDefaultCulture();
}
else if (AvailableCultureNames.IsValidIndex(Index))
{
Settings->SetPendingCulture(AvailableCultureNames[Index]);
}
NotifySettingChanged(EGameSettingChangeReason::Change);
}
}
int32 ULyraSettingValueDiscrete_Language::GetDiscreteOptionIndex() const
{
if (const ULyraSettingsShared* Settings = CastChecked<ULyraLocalPlayer>(LocalPlayer)->GetSharedSettings())
{
if (Settings->ShouldResetToDefaultCulture())
{
return SettingSystemDefaultLanguageIndex;
}
// We prefer the pending culture to the current culture as the options UI updates the pending culture before it
// gets applied, and we need the UI to reflect that choice
FString PendingCulture = Settings->GetPendingCulture();
if (PendingCulture.IsEmpty())
{
if (Settings->IsUsingDefaultCulture())
{
return SettingSystemDefaultLanguageIndex;
}
PendingCulture = FInternationalization::Get().GetCurrentCulture()->GetName();
}
// Try to find an exact match
{
const int32 ExactMatchIndex = AvailableCultureNames.IndexOfByKey(PendingCulture);
if (ExactMatchIndex != INDEX_NONE)
{
return ExactMatchIndex;
}
}
// Try to find a prioritized match (eg, allowing "en-US" to show as "en" in the UI)
const TArray<FString> PrioritizedPendingCultures = FInternationalization::Get().GetPrioritizedCultureNames(PendingCulture);
for (int32 i = 0; i < AvailableCultureNames.Num(); ++i)
{
if (PrioritizedPendingCultures.Contains(AvailableCultureNames[i]))
{
return i;
}
}
}
return 0;
}
TArray<FText> ULyraSettingValueDiscrete_Language::GetDiscreteOptions() const
{
TArray<FText> Options;
for (const FString& CultureName : AvailableCultureNames)
{
if (CultureName == TEXT(""))
{
const FCulturePtr SystemDefaultCulture = FInternationalization::Get().GetDefaultCulture();
if (ensure(SystemDefaultCulture))
{
const FString& DefaultCultureDisplayName = SystemDefaultCulture->GetDisplayName();
FText LocalizedSystemDefault = FText::Format(LOCTEXT("SystemDefaultLanguage", "System Default ({0})"), FText::FromString(DefaultCultureDisplayName));
Options.Add(MoveTemp(LocalizedSystemDefault));
}
}
else
{
FCulturePtr Culture = FInternationalization::Get().GetCulture(CultureName);
if (ensureMsgf(Culture, TEXT("Unable to find Culture '%s'!"), *CultureName))
{
const FString CultureDisplayName = Culture->GetDisplayName();
const FString CultureNativeName = Culture->GetNativeName();
// Only show both names if they're different (to avoid repetition)
FString Entry = (!CultureNativeName.Equals(CultureDisplayName, ESearchCase::CaseSensitive))
? FString::Printf(TEXT("%s (%s)"), *CultureNativeName, *CultureDisplayName)
: CultureNativeName;
Options.Add(FText::FromString(Entry));
}
}
}
return Options;
}
#undef LOCTEXT_NAMESPACE
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