unitysamples / LyraStarterGame /Source /LyraGame /Settings /CustomSettings /LyraSettingValueDiscrete_Language.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| 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; | |
| } | |