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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class ILocalizationServiceProvider;
LOCALIZATIONSERVICE_API DECLARE_LOG_CATEGORY_EXTERN(LogLocalizationService, Log, All);
/** Delegate called when the localization service login window is closed. Parameter determines if service is enabled or not */
DECLARE_DELEGATE_OneParam( FLocalizationServiceLoginClosed, bool );
/**
* The modality of the login window.
*/
namespace ELocalizationServiceLoginWindowMode
{
enum Type
{
Modal,
Modeless
};
};
/**
* Login window startup behavior
*/
namespace ELocalizationServiceOnLoginWindowStartup
{
enum Type
{
ResetProviderToNone,
PreserveProvider
};
};
/**
* Interface for talking to localization service providers
*/
class ILocalizationServiceModule : public IModuleInterface
{
public:
/**
* Tick the localization service module.
* This is responsible for dispatching batched/queued status requests & for calling ILocalizationServiceProvider::Tick()
*/
virtual void Tick() = 0;
///**
// * Queues translations to have their status updated in the background.
// * @param InTranslationIds The transaltions to queue.
// */
//virtual void QueueStatusUpdate(const TArray<FLocalizationServiceTranslationIdentifier>& InTranslationIds) = 0;
/**
* Check whether localization service is enabled.
*/
virtual bool IsEnabled() const = 0;
/**
* Get the localization service provider that is currently in use.
*/
virtual ILocalizationServiceProvider& GetProvider() const = 0;
/**
* Set the current localization service provider to the one specified here by name.
* This will assert if the provider does not exist.
* @param InName The name of the provider
*/
virtual void SetProvider( const FName& InName ) = 0;
/**
* Get whether we should use global or per-project settings
* @return true if we should use global settings
*/
virtual bool GetUseGlobalSettings() const = 0;
/**
* Set whether we should use global or per-project settings
* @param bIsUseGlobalSettings Whether we should use global settings
*/
virtual void SetUseGlobalSettings(bool bIsUseGlobalSettings) = 0;
/**
* Gets a reference to the localization service module instance.
*
* @return A reference to the localization service module.
*/
static inline ILocalizationServiceModule& Get()
{
static FName LocalizationServiceModule("LocalizationService");
return FModuleManager::LoadModuleChecked<ILocalizationServiceModule>(LocalizationServiceModule);
}
};