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UnrealEngineUWP/Engine/Source/Developer/LocalizationService/Public/LocalizationServiceOperations.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 "Misc/Guid.h"
#include "ILocalizationServiceOperation.h"
#define LOCTEXT_NAMESPACE "LocalizationService"
/**
* Operation used to connect (or test a connection) to localization service
*/
class FConnectToProvider : public ILocalizationServiceOperation
{
public:
// ILocalizationServiceOperation interface
virtual FName GetName() const override
{
return "Connect";
}
virtual FText GetInProgressString() const override
{
return LOCTEXT("LocalizationService_Connecting", "Connecting to localization service...");
}
const FString& GetPassword() const
{
return Password;
}
void SetPassword(const FString& InPassword)
{
Password = InPassword;
}
const FText& GetErrorText() const
{
return OutErrorText;
}
void SetErrorText(const FText& InErrorText)
{
OutErrorText = InErrorText;
}
protected:
/** Password we use for this operation */
FString Password;
/** Error text for easy diagnosis */
FText OutErrorText;
};
/**
* Operation used to download a localization target file from a localization service
*/
class FDownloadLocalizationTargetFile : public ILocalizationServiceOperation
{
public:
// ILocalizationServiceOperation interface
virtual FName GetName() const override
{
return "DownloadLocalizationTargetFile";
}
virtual FText GetInProgressString() const override
{
return LOCTEXT("LocalizationService_FLocalizationServiceDownloadLocalizationTargetFile", "Getting Localization Target File from localization Service...");
}
void SetInTargetGuid(const FGuid& NewInTargetGuid)
{
InTargetGuid = NewInTargetGuid;
}
const FGuid& GetInTargetGuid() const
{
return InTargetGuid;
}
void SetInRelativeOutputFilePathAndName(const FString& NewInRelativeOutputFilePathAndName)
{
InRelativeOutputFilePathAndName = NewInRelativeOutputFilePathAndName;
}
const FString& GetInRelativeOutputFilePathAndName() const
{
return InRelativeOutputFilePathAndName;
}
FString GetInLocale()
{
return InLocale;
}
void SetInLocale(FString NewLocale)
{
InLocale = NewLocale;
}
FText GetOutErrorText()
{
return OutErrorText;
}
void SetOutErrorText(const FText& NewOutErrorText)
{
OutErrorText = NewOutErrorText;
}
protected:
/** The GUID of the Localization Target */
FGuid InTargetGuid;
/** The locale (culture code, for example "fr" or "en-us" or "ja-jp") to download the translations for */
FString InLocale;
/** The path and name to the file downloaded, relative to project directory */
FString InRelativeOutputFilePathAndName;
/** Place to easily store and access error message */
FText OutErrorText;
};
/**
* Operation used to upload a localization file to a localization service
*/
class FUploadLocalizationTargetFile : public ILocalizationServiceOperation
{
public:
FUploadLocalizationTargetFile() : bPreserveAllText(true) {}
// ILocalizationServiceOperation interface
virtual FName GetName() const override
{
return "UploadLocalizationTargetFile";
}
virtual FText GetInProgressString() const override
{
return LOCTEXT("LocalizationService_FLocalizationServiceUploadLocalizationTargetFile", "Uploading Localization Target File to localization Service...");
}
void SetInTargetGuid(const FGuid& NewInTargetGuid)
{
InTargetGuid = NewInTargetGuid;
}
const FGuid& GetInTargetGuid() const
{
return InTargetGuid;
}
void SetInRelativeInputFilePathAndName(const FString& NewInRelativeInputFilePathAndName)
{
InRelativeInputFilePathAndName = NewInRelativeInputFilePathAndName;
}
const FString& GetInRelativeInputFilePathAndName() const
{
return InRelativeInputFilePathAndName;
}
FString GetInLocale()
{
return InLocale;
}
void SetInLocale(FString NewLocale)
{
InLocale = NewLocale;
}
FText GetOutErrorText()
{
return OutErrorText;
}
void SetOutErrorText(const FText& NewOutErrorText)
{
OutErrorText = NewOutErrorText;
}
bool GetPreserveAllText()
{
return bPreserveAllText;
}
void SetPreserveAllText(bool NewPreserveAllText)
{
bPreserveAllText = NewPreserveAllText;
}
protected:
/** The GUID of the Localization Target */
FGuid InTargetGuid;
/** The locale (culture code, for example "fr" or "en-us" or "ja-jp") to download the translations for */
FString InLocale;
/** The path and name to the file to upload, relative to project directory */
FString InRelativeInputFilePathAndName;
/** Place to easily store and access error message */
FText OutErrorText;
/** Ask the translations service to keep all text, even if not present in the current upload file.*/
bool bPreserveAllText;
};
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
#undef LOCTEXT_NAMESPACE