Improve LocalizationSettings editor

This commit is contained in:
Wojtek Figat
2021-04-22 16:10:20 +02:00
parent b5e19d95bd
commit c23d2ad2c4
3 changed files with 100 additions and 6 deletions

View File

@@ -0,0 +1,81 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using FlaxEditor.Content.Settings;
using FlaxEditor.CustomEditors.Editors;
using FlaxEditor.Scripting;
using FlaxEngine;
using FlaxEngine.Utilities;
namespace FlaxEditor.CustomEditors.Dedicated
{
[CustomEditor(typeof(LocalizationSettings))]
sealed class LocalizationSettingsEditor : GenericEditor
{
/// <inheritdoc />
public override void Initialize(LayoutElementsContainer layout)
{
var settings = (LocalizationSettings)Values[0];
var tablesLength = settings.LocalizedStringTables?.Length ?? 0;
var tables = new List<LocalizedStringTable>(tablesLength);
for (int i = 0; i < tablesLength; i++)
{
var table = settings.LocalizedStringTables[i];
if (table && !table.WaitForLoaded())
tables.Add(table);
}
var locales = tables.GroupBy(x => x.Locale);
var tableEntries = new Dictionary<LocalizedStringTable, Dictionary<string, string[]>>();
var allKeys = new HashSet<string>();
foreach (var e in locales)
{
foreach (var table in e)
{
var entries = table.Entries;
tableEntries[table] = entries;
allKeys.AddRange(entries.Keys);
}
}
{
var group = layout.Group("Preview");
// Current language and culture preview management
group.Object("Current Language", new CustomValueContainer(new ScriptType(typeof(CultureInfo)), Localization.CurrentLanguage, (instance, index) => Localization.CurrentLanguage, (instance, index, value) => Localization.CurrentLanguage = value as CultureInfo), null, "Current UI display language for the game preview.");
group.Object("Current Culture", new CustomValueContainer(new ScriptType(typeof(CultureInfo)), Localization.CurrentCulture, (instance, index) => Localization.CurrentCulture, (instance, index, value) => Localization.CurrentCulture = value as CultureInfo), null, "Current values formatting culture for the game preview.");
}
{
var group = layout.Group("Locales");
// Show all existing locales
foreach (var e in locales)
{
var culture = new CultureInfo(e.Key);
var prop = group.AddPropertyItem(CultureInfoEditor.GetName(culture), culture.NativeName);
int count = e.Sum(x => tableEntries[x].Values.Count(y => y != null && y.Length != 0 && !string.IsNullOrEmpty(y[0])));
prop.Label(string.Format("Progress: {0}% ({1}/{2})", (int)(((float)count / allKeys.Count * 100.0f)), count, allKeys.Count));
prop.Label("Tables:");
foreach (var table in e)
{
var namePath = table.Path;
if (namePath.StartsWith(Globals.ProjectFolder))
namePath = namePath.Substring(Globals.ProjectFolder.Length + 1);
var tableLabel = prop.ClickableLabel(namePath).CustomControl;
tableLabel.TextColorHighlighted = Color.Wheat;
tableLabel.DoubleClick += delegate { Editor.Instance.Windows.ContentWin.Select(table); };
}
group.Space(10);
}
}
{
// Raw asset data editing
var group = layout.Group("Data");
base.Initialize(group);
}
}
}
}