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UnrealEngineUWP/Engine/Source/Editor/Localization/Private/LocalizationConfigurationScript.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "LocalizationPrivatePCH.h"
#include "LocalizationConfigurationScript.h"
#include "LocalizationTargetTypes.h"
#include "LocalizationSettings.h"
namespace
{
FString GetConfigDir(const ULocalizationTarget* const Target)
{
return Target->IsMemberOfEngineTargetSet() ? FPaths::EngineConfigDir() : FPaths::GameConfigDir();
}
FString GetContentDir(const ULocalizationTarget* const Target)
{
return Target->IsMemberOfEngineTargetSet() ? FPaths::EngineContentDir() : FPaths::GameContentDir();
}
}
namespace LocalizationConfigurationScript
{
FString MakePathRelativeForCommandletProcess(const FString& Path, const bool IsUsingProjectFile)
{
FString Result = Path;
const FString ProjectDir = !IsUsingProjectFile ? FPaths::EngineDir() : FPaths::GameDir();
if (!FPaths::MakePathRelativeTo(Result, *ProjectDir))
{
Result = FPaths::ConvertRelativePathToFull(Path);
}
return Result;
}
FString GetScriptDirectory(const ULocalizationTarget* const Target)
{
return GetConfigDir(Target) / TEXT("Localization");
}
FString GetDataDirectory(const ULocalizationTarget* const Target)
{
return GetContentDir(Target) / TEXT("Localization") / Target->Settings.Name;
}
TArray<FString> GetScriptPaths(const ULocalizationTarget* const Target)
{
TArray<FString> Result;
Result.Add(GetGatherScriptPath(Target));
Result.Add(GetImportScriptPath(Target));
Result.Add(GetExportScriptPath(Target));
Result.Add(GetWordCountReportScriptPath(Target));
return Result;
}
FString GetManifestPath(const ULocalizationTarget* const Target)
{
return GetDataDirectory(Target) / FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("manifest") );
}
FString GetArchivePath(const ULocalizationTarget* const Target, const FString& CultureName)
{
return GetDataDirectory(Target) / CultureName / FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("archive") );
}
FString GetDefaultPOFileName(const ULocalizationTarget* const Target)
{
return FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("po") );
}
FString GetDefaultPOPath(const ULocalizationTarget* const Target, const FString& CultureName)
{
return GetDataDirectory(Target) / CultureName / GetDefaultPOFileName(Target);
}
FString GetLocResPath(const ULocalizationTarget* const Target, const FString& CultureName)
{
return GetDataDirectory(Target) / CultureName / FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("locres") );
}
FString GetWordCountCSVPath(const ULocalizationTarget* const Target)
{
return GetDataDirectory(Target) / FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("csv") );
}
FString GetConflictReportPath(const ULocalizationTarget* const Target)
{
return GetDataDirectory(Target) / FString::Printf( TEXT("%s_Conflicts.%s"), *Target->Settings.Name, TEXT("txt") );
}
FLocalizationConfigurationScript GenerateGatherScript(const ULocalizationTarget* const Target)
{
FLocalizationConfigurationScript Script;
const FString ConfigDirRelativeToGameDir = MakePathRelativeForCommandletProcess(GetConfigDir(Target), !Target->IsMemberOfEngineTargetSet());
const FString ContentDirRelativeToGameDir = MakePathRelativeForCommandletProcess(GetContentDir(Target), !Target->IsMemberOfEngineTargetSet());
// CommonSettings
{
FConfigSection& ConfigSection = Script.CommonSettings();
const ULocalizationTargetSet* const LocalizationTargetSet = GetDefault<ULocalizationTargetSet>(ULocalizationTargetSet::StaticClass());
for (const FGuid& TargetDependencyGuid : Target->Settings.TargetDependencies)
{
TArray<ULocalizationTarget*> AllLocalizationTargets;
ULocalizationTargetSet* EngineTargetSet = ULocalizationSettings::GetEngineTargetSet();
if (EngineTargetSet != LocalizationTargetSet)
{
AllLocalizationTargets.Append(EngineTargetSet->TargetObjects);
}
AllLocalizationTargets.Append(LocalizationTargetSet->TargetObjects);
ULocalizationTarget* const * OtherTarget = AllLocalizationTargets.FindByPredicate([&TargetDependencyGuid](ULocalizationTarget* const InOtherTarget)->bool{return InOtherTarget->Settings.Guid == TargetDependencyGuid;});
if (OtherTarget)
{
ConfigSection.Add( TEXT("ManifestDependencies"), MakePathRelativeForCommandletProcess(GetManifestPath(*OtherTarget), !Target->IsMemberOfEngineTargetSet()) );
}
}
for (const FFilePath& Path : Target->Settings.AdditionalManifestDependencies)
{
ConfigSection.Add( TEXT("ManifestDependencies"), MakePathRelativeForCommandletProcess(Path.FilePath, !Target->IsMemberOfEngineTargetSet()) );
}
for (const FString& ModuleName : Target->Settings.RequiredModuleNames)
{
ConfigSection.Add( TEXT("ModulesToPreload"), ModuleName );
}
const FString SourcePath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("SourcePath"), SourcePath );
const FString DestinationPath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("DestinationPath"), DestinationPath );
ConfigSection.Add( TEXT("ManifestName"), FPaths::GetCleanFilename(GetManifestPath(Target)) );
ConfigSection.Add( TEXT("ArchiveName"), FPaths::GetCleanFilename(GetArchivePath(Target, FString())) );
if (Target->Settings.SupportedCulturesStatistics.IsValidIndex(Target->Settings.NativeCultureIndex))
{
ConfigSection.Add( TEXT("NativeCulture"), Target->Settings.SupportedCulturesStatistics[Target->Settings.NativeCultureIndex].CultureName );
}
for (const FCultureStatistics& CultureStatistics : Target->Settings.SupportedCulturesStatistics)
{
ConfigSection.Add( TEXT("CulturesToGenerate"), CultureStatistics.CultureName );
}
}
uint32 GatherTextStepIndex = 0;
// GatherTextFromSource
if (Target->Settings.GatherFromTextFiles.IsEnabled)
{
FConfigSection& ConfigSection = Script.GatherTextStep(GatherTextStepIndex++);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GatherTextFromSource") );
// Include Paths
for (const auto& IncludePath : Target->Settings.GatherFromTextFiles.SearchDirectories)
{
ConfigSection.Add( TEXT("SearchDirectoryPaths"), IncludePath.Path );
}
// Exclude Paths
ConfigSection.Add( TEXT("ExcludePathFilters"), TEXT("Config/Localization/*") );
for (const auto& ExcludePath : Target->Settings.GatherFromTextFiles.ExcludePathWildcards)
{
ConfigSection.Add( TEXT("ExcludePathFilters"), ExcludePath.Pattern );
}
// Source File Search Filters
for (const auto& FileExtension : Target->Settings.GatherFromTextFiles.FileExtensions)
{
ConfigSection.Add( TEXT("FileNameFilters"), FString::Printf( TEXT("*.%s"), *FileExtension.Pattern) );
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
ConfigSection.Add( TEXT("ShouldGatherFromEditorOnlyData"), Target->Settings.GatherFromTextFiles.ShouldGatherFromEditorOnlyData ? TEXT("true") : TEXT("false") );
}
// GatherTextFromAssets
if (Target->Settings.GatherFromPackages.IsEnabled)
{
FConfigSection& ConfigSection = Script.GatherTextStep(GatherTextStepIndex++);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GatherTextFromAssets") );
// Include Paths
for (const auto& IncludePath : Target->Settings.GatherFromPackages.IncludePathWildcards)
{
ConfigSection.Add( TEXT("IncludePathFilters"), IncludePath.Pattern );
}
// Exclude Paths
ConfigSection.Add( TEXT("ExcludePathFilters"), TEXT("Content/Localization/*") );
for (const auto& ExcludePath : Target->Settings.GatherFromPackages.ExcludePathWildcards)
{
ConfigSection.Add( TEXT("ExcludePathFilters"), ExcludePath.Pattern );
}
// Package Extensions
for (const auto& FileExtension : Target->Settings.GatherFromPackages.FileExtensions)
{
ConfigSection.Add( TEXT("PackageFileNameFilters"), FString::Printf( TEXT("*.%s"), *FileExtension.Pattern) );
}
ConfigSection.Add( TEXT("ShouldGatherFromEditorOnlyData"), Target->Settings.GatherFromPackages.ShouldGatherFromEditorOnlyData ? TEXT("true") : TEXT("false") );
}
// GatherTextFromMetadata
if (Target->Settings.GatherFromMetaData.IsEnabled)
{
FConfigSection& ConfigSection = Script.GatherTextStep(GatherTextStepIndex++);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GatherTextFromMetadata") );
// Include Paths
for (const auto& IncludePath : Target->Settings.GatherFromMetaData.IncludePathWildcards)
{
ConfigSection.Add( TEXT("IncludePathFilters"), IncludePath.Pattern );
}
// Exclude Paths
for (const auto& ExcludePath : Target->Settings.GatherFromMetaData.ExcludePathWildcards)
{
ConfigSection.Add( TEXT("ExcludePathFilters"), ExcludePath.Pattern );
}
// Package Extensions
for (const FMetaDataKeyGatherSpecification& Specification : Target->Settings.GatherFromMetaData.KeySpecifications)
{
ConfigSection.Add( TEXT("InputKeys"), Specification.MetaDataKey.Name );
ConfigSection.Add( TEXT("OutputNamespaces"), Specification.TextNamespace );
ConfigSection.Add( TEXT("OutputKeys"), FString::Printf(TEXT("\"%s\""), *Specification.TextKeyPattern.Pattern) );
}
ConfigSection.Add( TEXT("ShouldGatherFromEditorOnlyData"), Target->Settings.GatherFromMetaData.ShouldGatherFromEditorOnlyData ? TEXT("true") : TEXT("false") );
}
// GenerateGatherManifest
{
FConfigSection& ConfigSection = Script.GatherTextStep(GatherTextStepIndex++);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GenerateGatherManifest") );
}
// GenerateGatherArchive
{
FConfigSection& ConfigSection = Script.GatherTextStep(GatherTextStepIndex++);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GenerateGatherArchive") );
}
// GenerateTextLocalizationReport
{
FConfigSection& ConfigSection = Script.GatherTextStep(GatherTextStepIndex++);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GenerateTextLocalizationReport") );
ConfigSection.Add( TEXT("bWordCountReport"), TEXT("true") );
ConfigSection.Add( TEXT("WordCountReportName"), FPaths::GetCleanFilename( GetWordCountCSVPath(Target) ) );
ConfigSection.Add( TEXT("bConflictReport"), TEXT("true") );
ConfigSection.Add( TEXT("ConflictReportName"), FPaths::GetCleanFilename( GetConflictReportPath(Target) ) );
}
Script.Dirty = true;
return Script;
}
FString GetGatherScriptPath(const ULocalizationTarget* const Target)
{
return GetScriptDirectory(Target) / FString::Printf( TEXT("%s_Gather.%s"), *(Target->Settings.Name), TEXT("ini") );
}
FLocalizationConfigurationScript GenerateImportScript(const ULocalizationTarget* const Target, const TOptional<FString> CultureName, const TOptional<FString> OutputPathOverride)
{
FLocalizationConfigurationScript Script;
const FString ContentDirRelativeToGameDir = MakePathRelativeForCommandletProcess(GetContentDir(Target), !Target->IsMemberOfEngineTargetSet());
// CommonSettings
{
FConfigSection& ConfigSection = Script.CommonSettings();
FString SourcePath;
// Overriding output path changes the source directory for the PO file.
if (OutputPathOverride.IsSet())
{
// The output path for a specific culture is a file path.
if (CultureName.IsSet())
{
SourcePath = MakePathRelativeForCommandletProcess( FPaths::GetPath(OutputPathOverride.GetValue()), !Target->IsMemberOfEngineTargetSet() );
}
// Otherwise, it is a directory path.
else
{
SourcePath = MakePathRelativeForCommandletProcess( OutputPathOverride.GetValue(), !Target->IsMemberOfEngineTargetSet() );
}
}
// Use the default PO file's directory path.
else
{
SourcePath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
}
ConfigSection.Add( TEXT("SourcePath"), SourcePath );
const FString DestinationPath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("DestinationPath"), DestinationPath );
if (Target->Settings.SupportedCulturesStatistics.IsValidIndex(Target->Settings.NativeCultureIndex))
{
ConfigSection.Add( TEXT("NativeCulture"), Target->Settings.SupportedCulturesStatistics[Target->Settings.NativeCultureIndex].CultureName );
}
const auto& AddCultureToGenerate = [&](const int32 Index)
{
ConfigSection.Add( TEXT("CulturesToGenerate"), Target->Settings.SupportedCulturesStatistics[Index].CultureName );
};
// Import for a specific culture.
if (CultureName.IsSet())
{
ConfigSection.Add( TEXT("CulturesToGenerate"), CultureName.GetValue() );
}
// Import for all cultures.
else
{
for (const FCultureStatistics& CultureStatistics : Target->Settings.SupportedCulturesStatistics)
{
ConfigSection.Add( TEXT("CulturesToGenerate"), CultureStatistics.CultureName );
}
}
// Do not use culture subdirectories if importing a single culture to a specific directory.
if (CultureName.IsSet() && OutputPathOverride.IsSet())
{
ConfigSection.Add( TEXT("bUseCultureDirectory"), "false" );
}
ConfigSection.Add( TEXT("ManifestName"), FPaths::GetCleanFilename(GetManifestPath(Target)) );
ConfigSection.Add( TEXT("ArchiveName"), FPaths::GetCleanFilename(GetArchivePath(Target, FString())) );
FString POFileName;
// The output path for a specific culture is a file path.
if (CultureName.IsSet() && OutputPathOverride.IsSet())
{
POFileName = FPaths::GetCleanFilename( OutputPathOverride.GetValue() );
}
// Use the default PO file's name.
else
{
POFileName = FPaths::GetCleanFilename( GetDefaultPOFileName( Target ) );
}
ConfigSection.Add( TEXT("PortableObjectName"), POFileName );
}
// GatherTextStep0 - InternationalizationExport
{
FConfigSection& ConfigSection = Script.GatherTextStep(0);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("InternationalizationExport") );
ConfigSection.Add( TEXT("bImportLoc"), TEXT("true") );
}
Script.Dirty = true;
return Script;
}
FString GetImportScriptPath(const ULocalizationTarget* const Target, const TOptional<FString> CultureName)
{
const FString ConfigFileDirectory = GetScriptDirectory(Target);
FString ConfigFilePath;
if (CultureName.IsSet())
{
ConfigFilePath = ConfigFileDirectory / FString::Printf( TEXT("%s_Import_%s.%s"), *Target->Settings.Name, *CultureName.GetValue(), TEXT("ini") );
}
else
{
ConfigFilePath = ConfigFileDirectory / FString::Printf( TEXT("%s_Import.%s"), *Target->Settings.Name, TEXT("ini") );
}
return ConfigFilePath;
}
FLocalizationConfigurationScript GenerateExportScript(const ULocalizationTarget* const Target, const TOptional<FString> CultureName, const TOptional<FString> OutputPathOverride)
{
FLocalizationConfigurationScript Script;
const FString ContentDirRelativeToGameDir = MakePathRelativeForCommandletProcess(GetContentDir(Target), !Target->IsMemberOfEngineTargetSet());
// CommonSettings
{
FConfigSection& ConfigSection = Script.CommonSettings();
const FString SourcePath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("SourcePath"), SourcePath );
FString DestinationPath;
// Overriding output path changes the destination directory for the PO file.
if (OutputPathOverride.IsSet())
{
// The output path for a specific culture is a file path.
if (CultureName.IsSet())
{
DestinationPath = MakePathRelativeForCommandletProcess( FPaths::GetPath(OutputPathOverride.GetValue()), !Target->IsMemberOfEngineTargetSet() );
}
// Otherwise, it is a directory path.
else
{
DestinationPath = MakePathRelativeForCommandletProcess( OutputPathOverride.GetValue(), !Target->IsMemberOfEngineTargetSet() );
}
}
// Use the default PO file's directory path.
else
{
DestinationPath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
}
ConfigSection.Add( TEXT("DestinationPath"), DestinationPath );
if (Target->Settings.SupportedCulturesStatistics.IsValidIndex(Target->Settings.NativeCultureIndex))
{
ConfigSection.Add( TEXT("NativeCulture"), Target->Settings.SupportedCulturesStatistics[Target->Settings.NativeCultureIndex].CultureName );
}
const auto& AddCultureToGenerate = [&](const int32 Index)
{
ConfigSection.Add( TEXT("CulturesToGenerate"), Target->Settings.SupportedCulturesStatistics[Index].CultureName );
};
// Export for a specific culture.
if (CultureName.IsSet())
{
const int32 CultureIndex = Target->Settings.SupportedCulturesStatistics.IndexOfByPredicate([CultureName](const FCultureStatistics& Culture) { return Culture.CultureName == CultureName.GetValue(); });
AddCultureToGenerate(CultureIndex);
}
// Export for all cultures.
else
{
for (int32 CultureIndex = 0; CultureIndex < Target->Settings.SupportedCulturesStatistics.Num(); ++CultureIndex)
{
AddCultureToGenerate(CultureIndex);
}
}
// Do not use culture subdirectories if exporting a single culture to a specific directory.
if (CultureName.IsSet() && OutputPathOverride.IsSet())
{
ConfigSection.Add( TEXT("bUseCultureDirectory"), "false" );
}
ConfigSection.Add( TEXT("ManifestName"), FPaths::GetCleanFilename(GetManifestPath(Target)) );
ConfigSection.Add( TEXT("ArchiveName"), FPaths::GetCleanFilename(GetArchivePath(Target, FString())) );
FString POFileName;
// The output path for a specific culture is a file path.
if (CultureName.IsSet() && OutputPathOverride.IsSet())
{
POFileName = FPaths::GetCleanFilename( OutputPathOverride.GetValue() );
}
// Use the default PO file's name.
else
{
POFileName = FPaths::GetCleanFilename( GetDefaultPOPath( Target, CultureName.Get( TEXT("") ) ) );
}
ConfigSection.Add( TEXT("PortableObjectName"), POFileName );
}
// GatherTextStep0 - InternationalizationExport
{
FConfigSection& ConfigSection = Script.GatherTextStep(0);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("InternationalizationExport") );
ConfigSection.Add(TEXT("bExportLoc"), TEXT("true"));
// Export-specific settings.
{
ConfigSection.Add(TEXT("ShouldPersistCommentsOnExport"), Target->Settings.ExportSettings.ShouldPersistCommentsOnExport ? TEXT("true") : TEXT("false"));
ConfigSection.Add(TEXT("ShouldAddSourceLocationsAsComments"), Target->Settings.ExportSettings.ShouldAddSourceLocationsAsComments ? TEXT("true") : TEXT("false"));
}
}
Script.Dirty = true;
return Script;
}
FString GetExportScriptPath(const ULocalizationTarget* const Target, const TOptional<FString> CultureName)
{
const FString ConfigFileDirectory = GetScriptDirectory(Target);
FString ConfigFilePath;
if (CultureName.IsSet())
{
ConfigFilePath = ConfigFileDirectory / FString::Printf( TEXT("%s_Export_%s.%s"), *Target->Settings.Name, *CultureName.GetValue(), TEXT("ini") );
}
else
{
ConfigFilePath = ConfigFileDirectory / FString::Printf( TEXT("%s_Export.%s"), *Target->Settings.Name, TEXT("ini") );
}
return ConfigFilePath;
}
FLocalizationConfigurationScript GenerateWordCountReportScript(const ULocalizationTarget* const Target)
{
FLocalizationConfigurationScript Script;
const FString ContentDirRelativeToGameDir = MakePathRelativeForCommandletProcess(GetContentDir(Target), !Target->IsMemberOfEngineTargetSet());
// CommonSettings
{
FConfigSection& ConfigSection = Script.CommonSettings();
const FString SourcePath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("SourcePath"), SourcePath );
const FString DestinationPath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("DestinationPath"), DestinationPath );
ConfigSection.Add( TEXT("ManifestName"), FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("manifest") ) );
for (const FCultureStatistics& CultureStatistics : Target->Settings.SupportedCulturesStatistics)
{
ConfigSection.Add( TEXT("CulturesToGenerate"), CultureStatistics.CultureName );
}
}
// GatherTextStep0 - GenerateTextLocalizationReport
{
FConfigSection& ConfigSection = Script.GatherTextStep(0);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GenerateTextLocalizationReport") );
ConfigSection.Add( TEXT("bWordCountReport"), TEXT("true") );
ConfigSection.Add( TEXT("WordCountReportName"), FPaths::GetCleanFilename( GetWordCountCSVPath(Target) ) );
}
Script.Dirty = true;
return Script;
}
FString GetWordCountReportScriptPath(const ULocalizationTarget* const Target)
{
return GetScriptDirectory(Target) / FString::Printf( TEXT("%s_GenerateReports.%s"), *(Target->Settings.Name), TEXT("ini") );
}
FLocalizationConfigurationScript GenerateCompileScript(const ULocalizationTarget* const Target, const TOptional<FString> CultureName)
{
FLocalizationConfigurationScript Script;
const FString ContentDirRelativeToGameDir = MakePathRelativeForCommandletProcess(GetContentDir(Target), !Target->IsMemberOfEngineTargetSet());
// CommonSettings
{
FConfigSection& ConfigSection = Script.CommonSettings();
const FString SourcePath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("SourcePath"), SourcePath );
const FString DestinationPath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add( TEXT("DestinationPath"), DestinationPath );
ConfigSection.Add( TEXT("ManifestName"), FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("manifest") ) );
ConfigSection.Add( TEXT("ResourceName"), FString::Printf( TEXT("%s.%s"), *Target->Settings.Name, TEXT("locres") ) );
if (Target->Settings.SupportedCulturesStatistics.IsValidIndex(Target->Settings.NativeCultureIndex))
{
ConfigSection.Add( TEXT("NativeCulture"), Target->Settings.SupportedCulturesStatistics[Target->Settings.NativeCultureIndex].CultureName );
}
const auto& AddCultureToGenerate = [&](const int32 Index)
{
ConfigSection.Add( TEXT("CulturesToGenerate"), Target->Settings.SupportedCulturesStatistics[Index].CultureName );
};
// Compile a specific culture.
if (CultureName.IsSet())
{
const int32 CultureIndex = Target->Settings.SupportedCulturesStatistics.IndexOfByPredicate([CultureName](const FCultureStatistics& Culture) { return Culture.CultureName == CultureName.GetValue(); });
AddCultureToGenerate(CultureIndex);
}
// Compile all cultures.
else
{
for (int32 CultureIndex = 0; CultureIndex < Target->Settings.SupportedCulturesStatistics.Num(); ++CultureIndex)
{
AddCultureToGenerate(CultureIndex);
}
}
}
// GatherTextStep0 - GenerateTextLocalizationResource
{
FConfigSection& ConfigSection = Script.GatherTextStep(0);
// CommandletClass
ConfigSection.Add( TEXT("CommandletClass"), TEXT("GenerateTextLocalizationResource") );
}
Script.Dirty = true;
return Script;
}
FString GetCompileScriptPath(const ULocalizationTarget* const Target, const TOptional<FString> CultureName)
{
const FString ConfigFileDirectory = GetScriptDirectory(Target);
FString ConfigFilePath;
if (CultureName.IsSet())
{
ConfigFilePath = ConfigFileDirectory / FString::Printf( TEXT("%s_Compile_%s.%s"), *Target->Settings.Name, *CultureName.GetValue(), TEXT("ini") );
}
else
{
ConfigFilePath = ConfigFileDirectory / FString::Printf( TEXT("%s_Compile.%s"), *Target->Settings.Name, TEXT("ini") );
}
return ConfigFilePath;
}
FLocalizationConfigurationScript GenerateRegenerateResourcesScript(const ULocalizationTarget* const Target)
{
FLocalizationConfigurationScript Script;
const FString ContentDirRelativeToGameDir = MakePathRelativeForCommandletProcess(GetContentDir(Target), !Target->IsMemberOfEngineTargetSet());
// RegenerateResources
{
FConfigSection& ConfigSection = Script.FindOrAdd("RegenerateResources");;
if (Target->Settings.SupportedCulturesStatistics.IsValidIndex(Target->Settings.NativeCultureIndex))
{
ConfigSection.Add(TEXT("NativeCulture"), Target->Settings.SupportedCulturesStatistics[Target->Settings.NativeCultureIndex].CultureName);
}
const FString SourcePath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add(TEXT("SourcePath"), SourcePath);
const FString DestinationPath = ContentDirRelativeToGameDir / TEXT("Localization") / Target->Settings.Name;
ConfigSection.Add(TEXT("DestinationPath"), DestinationPath);
ConfigSection.Add(TEXT("ManifestName"), FString::Printf(TEXT("%s.%s"), *Target->Settings.Name, TEXT("manifest")));
ConfigSection.Add(TEXT("ResourceName"), FString::Printf(TEXT("%s.%s"), *Target->Settings.Name, TEXT("locres")));
}
Script.Dirty = true;
return Script;
}
FString GetRegenerateResourcesScriptPath(const ULocalizationTarget* const Target)
{
return GetScriptDirectory(Target) / FString::Printf(TEXT("Regenerate%s.%s"), *(Target->Settings.Name), TEXT("ini"));
}
}