godot/editor/plugins/packed_scene_translation_parser_plugin.cpp
reduz f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00

117 lines
5.5 KiB
C++

/*************************************************************************/
/* packed_scene_translation_parser_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "packed_scene_translation_parser_plugin.h"
#include "core/io/resource_loader.h"
#include "scene/resources/packed_scene.h"
void PackedSceneEditorTranslationParserPlugin::get_recognized_extensions(List<String> *r_extensions) const {
ResourceLoader::get_recognized_extensions_for_type("PackedScene", r_extensions);
}
Error PackedSceneEditorTranslationParserPlugin::parse_file(const String &p_path, Vector<String> *r_ids, Vector<Vector<String>> *r_ids_ctx_plural) {
// Parse specific scene Node's properties (see in constructor) that are auto-translated by the engine when set. E.g Label's text property.
// These properties are translated with the tr() function in the C++ code when being set or updated.
Error err;
RES loaded_res = ResourceLoader::load(p_path, "PackedScene", ResourceFormatLoader::CACHE_MODE_REUSE, &err);
if (err) {
ERR_PRINT("Failed to load " + p_path);
return err;
}
Ref<SceneState> state = Ref<PackedScene>(loaded_res)->get_state();
Vector<String> parsed_strings;
String property_name;
Variant property_value;
for (int i = 0; i < state->get_node_count(); i++) {
if (!ClassDB::is_parent_class(state->get_node_type(i), "Control") && !ClassDB::is_parent_class(state->get_node_type(i), "Viewport")) {
continue;
}
for (int j = 0; j < state->get_node_property_count(i); j++) {
property_name = state->get_node_property_name(i, j);
if (!lookup_properties.has(property_name)) {
continue;
}
property_value = state->get_node_property_value(i, j);
if (property_name == "script" && property_value.get_type() == Variant::OBJECT && !property_value.is_null()) {
// Parse built-in script.
Ref<Script> s = Object::cast_to<Script>(property_value);
String extension = s->get_language()->get_extension();
if (EditorTranslationParser::get_singleton()->can_parse(extension)) {
Vector<String> temp;
Vector<Vector<String>> ids_context_plural;
EditorTranslationParser::get_singleton()->get_parser(extension)->parse_file(s->get_path(), &temp, &ids_context_plural);
parsed_strings.append_array(temp);
r_ids_ctx_plural->append_array(ids_context_plural);
}
} else if (property_name == "filters") {
// Extract FileDialog's filters property with values in format "*.png ; PNG Images","*.gd ; GDScript Files".
Vector<String> str_values = property_value;
for (int k = 0; k < str_values.size(); k++) {
String desc = str_values[k].get_slice(";", 1).strip_edges();
if (!desc.is_empty()) {
parsed_strings.push_back(desc);
}
}
} else if (property_value.get_type() == Variant::STRING) {
String str_value = String(property_value);
// Prevent reading text containing only spaces.
if (!str_value.strip_edges().is_empty()) {
parsed_strings.push_back(str_value);
}
}
}
}
r_ids->append_array(parsed_strings);
return OK;
}
PackedSceneEditorTranslationParserPlugin::PackedSceneEditorTranslationParserPlugin() {
// Scene Node's properties containing strings that will be fetched for translation.
lookup_properties.insert("text");
lookup_properties.insert("hint_tooltip");
lookup_properties.insert("placeholder_text");
lookup_properties.insert("dialog_text");
lookup_properties.insert("filters");
lookup_properties.insert("script");
//Add exception list (to prevent false positives)
//line edit, text edit, richtextlabel
//Set<String> exception_list;
//exception_list.insert("RichTextLabel");
}