Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Commandlets/GenerateTextLocalizationResourceCommandlet.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

169 lines
5.3 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Commandlets/GenerateTextLocalizationResourceCommandlet.h"
#include "HAL/FileManager.h"
#include "Templates/ScopedPointer.h"
#include "TextLocalizationResourceGenerator.h"
#include "UniquePtr.h"
DEFINE_LOG_CATEGORY_STATIC(LogGenerateTextLocalizationResourceCommandlet, Log, All);
UGenerateTextLocalizationResourceCommandlet::UGenerateTextLocalizationResourceCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
int32 UGenerateTextLocalizationResourceCommandlet::Main(const FString& Params)
{
// Parse command line - we're interested in the param vals
TArray<FString> Tokens;
TArray<FString> Switches;
TMap<FString, FString> ParamVals;
UCommandlet::ParseCommandLine(*Params, Tokens, Switches, ParamVals);
// Set config file.
const FString* ParamVal = ParamVals.Find(FString(TEXT("Config")));
FString GatherTextConfigPath;
if ( ParamVal )
{
GatherTextConfigPath = *ParamVal;
}
else
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No config specified."));
return -1;
}
// Set config section.
ParamVal = ParamVals.Find(FString(TEXT("Section")));
FString SectionName;
if ( ParamVal )
{
SectionName = *ParamVal;
}
else
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No config section specified."));
return -1;
}
// Get source path.
FString SourcePath;
if( !( GetPathFromConfig( *SectionName, TEXT("SourcePath"), SourcePath, GatherTextConfigPath ) ) )
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No source path specified."));
return -1;
}
// Get manifest name.
FString ManifestName;
if( !( GetStringFromConfig( *SectionName, TEXT("ManifestName"), ManifestName, GatherTextConfigPath ) ) )
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No manifest name specified."));
return -1;
}
// Get archive name.
FString ArchiveName;
if (!GetStringFromConfig(*SectionName, TEXT("ArchiveName"), ArchiveName, GatherTextConfigPath))
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No archive name specified."));
return -1;
}
// Get cultures to generate.
FString NativeCultureName;
if( !( GetStringFromConfig( *SectionName, TEXT("NativeCulture"), NativeCultureName, GatherTextConfigPath ) ) )
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No native culture specified."));
return -1;
}
// Get cultures to generate.
TArray<FString> CulturesToGenerate;
GetStringArrayFromConfig( *SectionName, TEXT("CulturesToGenerate"), CulturesToGenerate, GatherTextConfigPath );
if( CulturesToGenerate.Num() == 0 )
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No cultures specified for generation."));
return -1;
}
for(int32 i = 0; i < CulturesToGenerate.Num(); ++i)
{
if( FInternationalization::Get().GetCulture( CulturesToGenerate[i] ).IsValid() )
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Verbose, TEXT("Specified culture is not a valid runtime culture, but may be a valid base language: %s"), *(CulturesToGenerate[i]));
}
}
// Get destination path.
FString DestinationPath;
if( !( GetPathFromConfig( *SectionName, TEXT("DestinationPath"), DestinationPath, GatherTextConfigPath ) ) )
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No destination path specified."));
return -1;
}
// Get resource name.
FString ResourceName;
if( !( GetStringFromConfig( *SectionName, TEXT("ResourceName"), ResourceName, GatherTextConfigPath ) ) )
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("No resource name specified."));
return -1;
}
// Get whether to skip the source check.
bool bSkipSourceCheck = false;
if (!GetBoolFromConfig(*SectionName, TEXT("bSkipSourceCheck"), bSkipSourceCheck, GatherTextConfigPath))
{
bSkipSourceCheck = false;
}
// Load the manifest and all archives
FLocTextHelper LocTextHelper(SourcePath, ManifestName, ArchiveName, NativeCultureName, CulturesToGenerate, MakeShareable(new FLocFileSCCNotifies(SourceControlInfo)));
{
FText LoadError;
if (!LocTextHelper.LoadAll(ELocTextHelperLoadFlags::LoadOrCreate, &LoadError))
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("%s"), *LoadError.ToString());
return false;
}
}
// For each culture:
for (const FString& CultureName : CulturesToGenerate)
{
// Write resource.
const FString TextLocalizationResourcePath = DestinationPath / CultureName / ResourceName;
const bool bLocResFileSaved = FLocalizedAssetSCCUtil::SaveFileWithSCC(SourceControlInfo, TextLocalizationResourcePath, [&LocTextHelper, &CultureName, &bSkipSourceCheck](const FString& InSaveFileName) -> bool
{
bool bSaved = false;
TUniquePtr<FArchive> TextLocalizationResourceArchive(IFileManager::Get().CreateFileWriter(*InSaveFileName));
if (TextLocalizationResourceArchive)
{
bSaved = FTextLocalizationResourceGenerator::Generate(LocTextHelper, CultureName, bSkipSourceCheck, *TextLocalizationResourceArchive);
if (!bSaved)
{
IFileManager::Get().Delete(*InSaveFileName);
}
TextLocalizationResourceArchive->Close();
}
return bSaved;
});
if (!bLocResFileSaved)
{
UE_LOG(LogGenerateTextLocalizationResourceCommandlet, Error, TEXT("Could not write file %s"), *TextLocalizationResourcePath);
return false;
}
}
return 0;
}