Files
UnrealEngineUWP/Engine/Source/Runtime/Projects/Public/LocalizationDescriptor.h
henrik karlsson 562dc45ab9 [Engine]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds

[CL 26082288 by henrik karlsson in 5.3 branch]
2023-06-17 18:14:12 -04:00

95 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "Serialization/JsonWriter.h"
class FJsonObject;
class FText;
/**
* Policy by which the localization data associated with a target should be loaded.
*/
namespace ELocalizationTargetDescriptorLoadingPolicy
{
enum Type
{
/** The localization data will never be loaded automatically. */
Never,
/** The localization data will always be loaded automatically. */
Always,
/** The localization data will only be loaded when running the editor. Use if the target localizes the editor. */
Editor,
/** The localization data will only be loaded when running the game. Use if the target localizes your game. */
Game,
/** The localization data will only be loaded if the editor is displaying localized property names. */
PropertyNames,
/** The localization data will only be loaded if the editor is displaying localized tool tips. */
ToolTips,
/** NOTE: If you add a new value, make sure to update the ToString() method below!. */
Max,
};
/**
* Converts a string to a ELocalizationTargetDescriptorLoadingPolicy::Type value
*
* @param The string to convert to a value
* @return The corresponding value, or 'Max' if the string is not valid.
*/
PROJECTS_API ELocalizationTargetDescriptorLoadingPolicy::Type FromString(const TCHAR *Text);
/**
* Returns the name of a localization loading policy.
*
* @param The value to convert to a string
* @return The string representation of this enum value
*/
PROJECTS_API const TCHAR* ToString(const ELocalizationTargetDescriptorLoadingPolicy::Type Value);
};
/**
* Description of a localization target.
*/
struct FLocalizationTargetDescriptor
{
/** Name of this target */
FString Name;
/** When should the localization data associated with a target should be loaded? */
ELocalizationTargetDescriptorLoadingPolicy::Type LoadingPolicy;
/** Normal constructor */
PROJECTS_API FLocalizationTargetDescriptor(FString InName = FString(), ELocalizationTargetDescriptorLoadingPolicy::Type InLoadingPolicy = ELocalizationTargetDescriptorLoadingPolicy::Never);
/** Reads a descriptor from the given JSON object */
PROJECTS_API bool Read(const FJsonObject& InObject, FText* OutFailReason = nullptr);
/** Reads a descriptor from the given JSON object */
PROJECTS_API bool Read(const FJsonObject& InObject, FText& OutFailReason);
/** Reads an array of targets from the given JSON object */
static PROJECTS_API bool ReadArray(const FJsonObject& InObject, const TCHAR* InName, TArray<FLocalizationTargetDescriptor>& OutTargets, FText* OutFailReason = nullptr);
/** Reads an array of targets from the given JSON object */
static PROJECTS_API bool ReadArray(const FJsonObject& InObject, const TCHAR* InName, TArray<FLocalizationTargetDescriptor>& OutTargets, FText& OutFailReason);
/** Writes a descriptor to JSON */
PROJECTS_API void Write(TJsonWriter<>& Writer) const;
/** Updates the given json object with values in this descriptor */
PROJECTS_API void UpdateJson(FJsonObject& JsonObject) const;
/** Writes an array of targets to JSON */
static PROJECTS_API void WriteArray(TJsonWriter<>& Writer, const TCHAR* ArrayName, const TArray<FLocalizationTargetDescriptor>& Descriptors);
/** Updates an array of descriptors in the specified JSON field (indexed by name) */
static PROJECTS_API void UpdateArray(FJsonObject& JsonObject, const TCHAR* ArrayName, const TArray<FLocalizationTargetDescriptor>& Descriptors);
/** Returns true if we should load this localization target based upon the current runtime environment */
PROJECTS_API bool ShouldLoadLocalizationTarget() const;
};