godot/editor/pot_generator.h

68 lines
3.4 KiB
C++

/*************************************************************************/
/* pot_generator.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef POT_GENERATOR_H
#define POT_GENERATOR_H
#include "core/ordered_hash_map.h"
#include "core/set.h"
#include "modules/regex/regex.h"
#include "scene/resources/packed_scene.h"
class POTGenerator {
static POTGenerator *singleton;
// Stores all translatable strings and the source files containing them.
OrderedHashMap<String, Set<String>> all_translation_strings;
// Scene Node's properties that contain translation strings.
Set<String> lookup_properties;
// Regex and search patterns that are used to match translation strings in scripts.
const String text = "((?:[^\"\\\\]|\\\\[\\s\\S])*(?:\"[\\s\\\\]*\\+[\\s\\\\]*\"(?:[^\"\\\\]|\\\\[\\s\\S])*)*)";
RegEx regex;
Vector<String> patterns;
Vector<String> file_dialog_patterns;
Vector<String> _parse_scene(const Ref<SceneState> &p_state);
Vector<String> _parse_script(const String &p_source_code);
void _parse_file_dialog(const String &p_source_code, Vector<String> *r_output);
void _get_captured_strings(const Array &p_results, Vector<String> *r_output);
void _write_to_pot(const String &p_file);
public:
static POTGenerator *get_singleton();
void generate_pot(const String &p_file);
POTGenerator();
~POTGenerator();
};
#endif // POT_GENERATOR_H