mirror of
https://github.com/godotengine/godot
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5d7e003b29
- Separate editor interface and property translations. - Add property translation in TranslationServer. - The split and merge of the POT/PO/Makefiles and extract scripts is done directly in godot-editor-l10n, the files will be removed in the next commit. - Remove the hardcoded "to_include" lists from the SCsub, we'll only commit the files which are ready to inclue.
74 lines
3.4 KiB
C++
74 lines
3.4 KiB
C++
/**************************************************************************/
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/* editor_property_name_processor.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef EDITOR_PROPERTY_NAME_PROCESSOR_H
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#define EDITOR_PROPERTY_NAME_PROCESSOR_H
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#include "scene/main/node.h"
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class EditorPropertyNameProcessor : public Node {
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GDCLASS(EditorPropertyNameProcessor, Node);
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static EditorPropertyNameProcessor *singleton;
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mutable HashMap<String, String> capitalize_string_cache;
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HashMap<String, String> capitalize_string_remaps;
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LocalVector<String> stop_words; // Exceptions that shouldn't be capitalized.
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// Capitalizes property path segments.
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String _capitalize_name(const String &p_name) const;
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public:
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// Matches `interface/inspector/capitalize_properties` editor setting.
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enum Style {
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STYLE_RAW,
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STYLE_CAPITALIZED,
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STYLE_LOCALIZED,
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};
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static EditorPropertyNameProcessor *get_singleton() { return singleton; }
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static Style get_default_inspector_style();
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static Style get_settings_style();
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static Style get_tooltip_style(Style p_style);
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static bool is_localization_available();
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// Turns property path segment into the given style.
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String process_name(const String &p_name, Style p_style) const;
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// Translate plain text group names.
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String translate_group_name(const String &p_name) const;
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EditorPropertyNameProcessor();
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~EditorPropertyNameProcessor();
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};
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#endif // EDITOR_PROPERTY_NAME_PROCESSOR_H
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