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UnrealEngineUWP/Engine/Source/Developer/LocalizationService/Private/LocalizationServiceModule.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "LocalizationServiceModule.h"
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
#if WITH_UNREAL_DEVELOPER_TOOLS
#include "MessageLogModule.h"
#endif
#include "Features/IModularFeatures.h"
DEFINE_LOG_CATEGORY(LogLocalizationService);
#define LOCTEXT_NAMESPACE "LocalizationService"
static const FName LocalizationServiceFeatureName("LocalizationService");
namespace LocalizationServiceConstants
{
/** The maximum number of translation status requests we should dispatch in a tick */
const int32 MaxStatusDispatchesPerTick = 64;
}
FLocalizationServiceModule::FLocalizationServiceModule()
: CurrentLocalizationServiceProvider(NULL)
{
}
void FLocalizationServiceModule::StartupModule()
{
// load our settings
LocalizationServiceSettings.LoadSettings();
// Register to check for translation service features
IModularFeatures::Get().OnModularFeatureRegistered().AddRaw(this, &FLocalizationServiceModule::HandleModularFeatureRegistered);
IModularFeatures::Get().OnModularFeatureUnregistered().AddRaw(this, &FLocalizationServiceModule::HandleModularFeatureUnregistered);
// bind default provider to editor
IModularFeatures::Get().RegisterModularFeature( LocalizationServiceFeatureName, &DefaultLocalizationServiceProvider );
#if WITH_UNREAL_DEVELOPER_TOOLS
// create a message log for translation service to use
FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
MessageLogModule.RegisterLogListing("LocalizationService", LOCTEXT("LocalizationServiceLogLabel", "Localization Service"));
#endif
}
void FLocalizationServiceModule::ShutdownModule()
{
// close the current provider
GetProvider().Close();
#if WITH_UNREAL_DEVELOPER_TOOLS
// unregister message log
if(FModuleManager::Get().IsModuleLoaded("MessageLog"))
{
FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
MessageLogModule.UnregisterLogListing("LocalizationService");
}
#endif
// unbind default provider from editor
IModularFeatures::Get().UnregisterModularFeature( LocalizationServiceFeatureName, &DefaultLocalizationServiceProvider );
// we don't care about modular features any more
IModularFeatures::Get().OnModularFeatureRegistered().RemoveAll(this);
IModularFeatures::Get().OnModularFeatureUnregistered().RemoveAll(this);
}
void FLocalizationServiceModule::SaveSettings()
{
LocalizationServiceSettings.SaveSettings();
}
void FLocalizationServiceModule::InitializeLocalizationServiceProviders()
{
int32 LocalizationServiceCount = IModularFeatures::Get().GetModularFeatureImplementationCount(LocalizationServiceFeatureName);
if( LocalizationServiceCount > 0 )
{
FString PreferredLocalizationServiceProvider = LocalizationServiceSettings.GetProvider();
TArray<ILocalizationServiceProvider*> Providers = IModularFeatures::Get().GetModularFeatureImplementations<ILocalizationServiceProvider>(LocalizationServiceFeatureName);
for(auto It(Providers.CreateIterator()); It; It++)
{
ILocalizationServiceProvider* Provider = *It;
if(PreferredLocalizationServiceProvider == Provider->GetName().ToString())
{
CurrentLocalizationServiceProvider = Provider;
break;
}
}
// no provider found of this name, default to the first one
if( CurrentLocalizationServiceProvider == NULL )
{
CurrentLocalizationServiceProvider = &DefaultLocalizationServiceProvider;
}
}
check(CurrentLocalizationServiceProvider);
CurrentLocalizationServiceProvider->Init(false); // Don't force a connection here, as its synchronous. Let the user establish a connection.
}
void FLocalizationServiceModule::Tick()
{
ILocalizationServiceProvider& Provider = GetProvider();
// tick the provider, so any operation results can be read back
Provider.Tick();
// don't allow background status updates when disabled
if(Provider.IsEnabled())
{
//// check for any pending dispatches
//if(PendingStatusUpdateTranslations.Num() > 0)
//{
// // grab a batch of translations
// TArray<FLocalizationServiceTranslationIdentifier> TranslationsToDispatch;
// for(auto Iter(PendingStatusUpdateTranslations.CreateConstIterator()); Iter; Iter++)
// {
// if(FilesToDispatch.Num() >= LocalizationServiceConstants::MaxStatusDispatchesPerTick)
// {
// break;
// }
// FilesToDispatch.Add(*Iter);
// }
// if(FilesToDispatch.Num() > 0)
// {
// // remove the files we are dispatching so we don't try again
// PendingStatusUpdateTranslations.RemoveAt(0, TranslationsToDispatch.Num());
// // dispatch update
// Provider.Execute(ILocalizationServiceOperation::Create<FUpdateStatus>(), TranslationsToDispatch, EConcurrency::Asynchronous);
// }
//}
}
}
//void FLocalizationServiceModule::QueueStatusUpdate(const TArray<FLocalizationServiceTranslationIdentifier>& InTranslationIds)
//{
// if(IsEnabled())
// {
// for(auto It(InTranslationIds.CreateConstIterator()); It; It++)
// {
// QueueStatusUpdate(*It);
// }
// }
//}
bool FLocalizationServiceModule::IsEnabled() const
{
return GetProvider().IsEnabled();
}
ILocalizationServiceProvider& FLocalizationServiceModule::GetProvider() const
{
return *CurrentLocalizationServiceProvider;
}
void FLocalizationServiceModule::SetProvider( const FName& InName )
{
TArray<ILocalizationServiceProvider*> Providers = IModularFeatures::Get().GetModularFeatureImplementations<ILocalizationServiceProvider>(LocalizationServiceFeatureName);
for(auto It(Providers.CreateIterator()); It; It++)
{
ILocalizationServiceProvider* Provider = *It;
if(InName == Provider->GetName())
{
SetCurrentLocalizationServiceProvider(*Provider);
return;
}
}
UE_LOG(LogLocalizationService, Fatal, TEXT("Tried to set unknown translation service provider: %s"), *InName.ToString());
}
void FLocalizationServiceModule::ClearCurrentLocalizationServiceProvider()
{
if( CurrentLocalizationServiceProvider != NULL )
{
CurrentLocalizationServiceProvider->Close();
CurrentLocalizationServiceProvider = &DefaultLocalizationServiceProvider;
}
}
int32 FLocalizationServiceModule::GetNumLocalizationServiceProviders()
{
return IModularFeatures::Get().GetModularFeatureImplementationCount(LocalizationServiceFeatureName);
}
void FLocalizationServiceModule::SetCurrentLocalizationServiceProvider(int32 ProviderIndex)
{
TArray<ILocalizationServiceProvider*> Providers = IModularFeatures::Get().GetModularFeatureImplementations<ILocalizationServiceProvider>(LocalizationServiceFeatureName);
check(Providers.IsValidIndex(ProviderIndex));
SetCurrentLocalizationServiceProvider(*Providers[ProviderIndex]);
}
void FLocalizationServiceModule::SetCurrentLocalizationServiceProvider(ILocalizationServiceProvider& InProvider)
{
// see if we are switching or not
if(&InProvider == CurrentLocalizationServiceProvider)
{
return;
}
ClearCurrentLocalizationServiceProvider();
CurrentLocalizationServiceProvider = &InProvider;
CurrentLocalizationServiceProvider->Init(false); // Don't force a connection here, as its synchronous. Let the user establish a connection.
LocalizationServiceSettings.SetProvider(CurrentLocalizationServiceProvider->GetName().ToString());
SaveSettings();
}
FName FLocalizationServiceModule::GetLocalizationServiceProviderName(int32 ProviderIndex)
{
TArray<ILocalizationServiceProvider*> Providers = IModularFeatures::Get().GetModularFeatureImplementations<ILocalizationServiceProvider>(LocalizationServiceFeatureName);
check(Providers.IsValidIndex(ProviderIndex));
return Providers[ProviderIndex]->GetName();
}
void FLocalizationServiceModule::HandleModularFeatureRegistered(const FName& Type, IModularFeature* ModularFeature)
{
if(Type == LocalizationServiceFeatureName)
{
InitializeLocalizationServiceProviders();
}
}
void FLocalizationServiceModule::HandleModularFeatureUnregistered(const FName& Type, IModularFeature* ModularFeature)
{
if(Type == LocalizationServiceFeatureName && CurrentLocalizationServiceProvider == static_cast<ILocalizationServiceProvider*>(ModularFeature))
{
ClearCurrentLocalizationServiceProvider();
}
}
bool FLocalizationServiceModule::GetUseGlobalSettings() const
{
return LocalizationServiceSettings.GetUseGlobalSettings();
}
void FLocalizationServiceModule::SetUseGlobalSettings(bool bIsUseGlobalSettings)
{
LocalizationServiceSettings.SetUseGlobalSettings(bIsUseGlobalSettings);
}
IMPLEMENT_MODULE( FLocalizationServiceModule, LocalizationService );
#undef LOCTEXT_NAMESPACE