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UnrealEngineUWP/Engine/Source/Editor/TranslationEditor/Private/TranslationDataManager.h

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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 "UObject/WeakObjectPtr.h"
#include "ILocalizationServiceProvider.h"
class FInternationalizationArchive;
class FInternationalizationManifest;
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
class FJsonObject;
class ULocalizationTarget;
class UTranslationUnit;
class FTranslationDataManager : public TSharedFromThis<FTranslationDataManager>
{
public:
FTranslationDataManager(const FString& InManifestFilePath, const FString& InNativeArchiveFilePath, const FString& InArchiveFilePath);
FTranslationDataManager(ULocalizationTarget* const LocalizationTarget, const FString& CulturetoEdit);
virtual ~FTranslationDataManager();
TArray<UTranslationUnit*>& GetAllTranslationsArray()
{
return AllTranslations;
}
TArray<UTranslationUnit*>& GetUntranslatedArray()
{
return Untranslated;
}
TArray<UTranslationUnit*>& GetReviewArray()
{
return Review;
}
TArray<UTranslationUnit*>& GetCompleteArray()
{
return Complete;
}
TArray<UTranslationUnit*>& GetSearchResultsArray()
{
return SearchResults;
}
TArray<UTranslationUnit*>& GetChangedOnImportArray()
{
return ChangedOnImport;
}
/** Write the translation data in memory out to .archive file (check out the .archive file first if necessary)
* @param bForceWrite Whether or not to force a write even if the data hasn't changed
* @param return Whether or not the write succeeded (true is succeeded)
*/
bool WriteTranslationData(bool bForceWrite = false);
/** Delegate called when a TranslationDataObject property is changed */
void HandlePropertyChanged(FName PropertyName);
/** Regenerate and reload archives to reflect modifications in the UI */
void PreviewAllTranslationsInEditor(ULocalizationTarget* LocalizationTarget);
/** Put items in the Search Array if they match this filter */
void PopulateSearchResultsUsingFilter(const FString& SearchFilter);
/** Load (or reload) Translations from Archive file */
void LoadFromArchive(TArray<UTranslationUnit*>& InTranslationUnits, bool bTrackChanges = false, bool bReloadFromFile = false);
/** Get the history data for all translation units */
void GetHistoryForTranslationUnits();
/** Unload History information (in the case we reload it) */
void UnloadHistoryInformation();
/** Save the specified translations */
static bool SaveSelectedTranslations(TArray<UTranslationUnit*> TranslationUnitsToSave, bool bSaveChangesToTranslationService = false);
/** Save the specified translations */
static void SaveSelectedTranslationsToTranslationServiceCallback(const FLocalizationServiceOperationRef& Operation, ELocalizationServiceOperationCommandResult::Type Result);
/** Whether or not we successfully loaded the .manifest and .archive */
bool GetLoadedSuccessfully()
{
return bLoadedSuccessfully;
}
private:
void Initialize();
/** Take a path and a manifest name and return a manifest data structure */
TSharedPtr< FInternationalizationManifest > ReadManifest ( const FString& ManifestFilePath );
/** Retrieve an archive data structure from ArchiveFilePath */
TSharedPtr< FInternationalizationArchive > ReadArchive(const FString& ArchiveFilePath);
/** Write JSON file to text file */
bool WriteJSONToTextFile( TSharedRef<FJsonObject>& Output, const FString& Filename );
/** Removes each UTranslationUnit in the passed array from the root set, allowing it to be garbage collected */
void RemoveTranslationUnitArrayfromRoot( TArray<UTranslationUnit*>& TranslationUnits );
// Arrays containing the translation data
TArray<UTranslationUnit*> AllTranslations;
TArray<UTranslationUnit*> Untranslated;
TArray<UTranslationUnit*> Review;
TArray<UTranslationUnit*> Complete;
TArray<UTranslationUnit*> SearchResults;
TArray<UTranslationUnit*> ChangedOnImport;
/** Archive for the current project and native language */
TSharedPtr< FInternationalizationArchive > NativeArchivePtr;
/** Archive for the current project and translation language */
TSharedPtr< FInternationalizationArchive > ArchivePtr;
/** Manifest for the current project */
TSharedPtr< FInternationalizationManifest > ManifestAtHeadRevisionPtr;
/** Name of the manifest file */
FString ManifestName;
/** Path to the project */
FString ProjectPath;
/** Name of the archive file */
FString ArchiveName;
/** Path to the culture (language, sort of) we are targeting */
FString CulturePath;
/** Path to the manifest file **/
FString OpenedManifestFilePath;
/** Path to the native culture's archive file **/
FString NativeArchiveFilePath;
/** Path to the archive file **/
FString OpenedArchiveFilePath;
/** Files that are already checked out from Perforce **/
TArray<FString> CheckedOutFiles;
/** The localization target associated with the files being used/edited, if any. */
TWeakObjectPtr<ULocalizationTarget> AssociatedLocalizationTarget;
/** Whether or not we successfully loaded the .manifest and .archive */
bool bLoadedSuccessfully;
};