godot/editor/editor_property_name_processor.h
Haoyu Qiu 5d7e003b29
Prepare for moving editor and classref translations to godot-editor-l10n repo
- 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.
2023-02-07 14:20:40 +01:00

75 lines
3.4 KiB
C++

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