Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GenerateTextLocalizationReportCommandlet.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

51 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Commandlets/Commandlet.h"
#include "GenerateTextLocalizationReportCommandlet.generated.h"
UCLASS()
class UGenerateTextLocalizationReportCommandlet : public UGatherTextCommandletBase
{
GENERATED_UCLASS_BODY()
public:
// Begin UCommandlet Interface
virtual int32 Main(const FString& Params) override;
// End UCommandlet Interface
private:
/**
* Calculates the number of words found in a given string.
* @param Text - The string to examine.
* @return Number of words found.
*/
int32 CountWords( const FString& Text ) const;
/**
* Collects word count info and writes out a report.
* @param SourcePath - Source path to localization files.
* @param DestinationPath - The destination folder the report will be write to.
* @return True if successful; false oterwise.
*/
bool ProcessWordCountReport(const FString& SourcePath, const FString& DestinationPath);
/**
* Writes out a report representing localization conflicts. These are conflicts where the namespace
* and key match but the source text differs.
* @param DestinationPath - The destination folder the report will be write to.
* @return True if successful; false oterwise.
*/
bool ProcessConflictReport(const FString& DestinationPath);
private:
FString GatherTextConfigPath;
FString SectionName;
FString CmdlineTimeStamp;
};