editor_property_name_processor.h 3.8 KB

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  1. /**************************************************************************/
  2. /* editor_property_name_processor.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef EDITOR_PROPERTY_NAME_PROCESSOR_H
  31. #define EDITOR_PROPERTY_NAME_PROCESSOR_H
  32. #include "scene/main/node.h"
  33. class EditorPropertyNameProcessor : public Node {
  34. GDCLASS(EditorPropertyNameProcessor, Node);
  35. static EditorPropertyNameProcessor *singleton;
  36. mutable HashMap<String, String> capitalize_string_cache;
  37. HashMap<String, String> capitalize_string_remaps;
  38. LocalVector<String> stop_words; // Exceptions that shouldn't be capitalized.
  39. HashMap<String, HashMap<String, StringName>> translation_contexts;
  40. // Capitalizes property path segments.
  41. String _capitalize_name(const String &p_name) const;
  42. // Returns the translation context for the given name.
  43. StringName _get_context(const String &p_name, const String &p_property, const StringName &p_class) const;
  44. public:
  45. // Matches `interface/inspector/default_property_name_style` editor setting.
  46. enum Style {
  47. STYLE_RAW,
  48. STYLE_CAPITALIZED,
  49. STYLE_LOCALIZED,
  50. };
  51. static EditorPropertyNameProcessor *get_singleton() { return singleton; }
  52. static Style get_default_inspector_style();
  53. static Style get_settings_style();
  54. static Style get_tooltip_style(Style p_style);
  55. static bool is_localization_available();
  56. // Turns property path segment into the given style.
  57. // `p_class` and `p_property` are only used for `STYLE_LOCALIZED`, associating the name with a translation context.
  58. String process_name(const String &p_name, Style p_style, const String &p_property = "", const StringName &p_class = "") const;
  59. // Translate plain text group names.
  60. String translate_group_name(const String &p_name) const;
  61. EditorPropertyNameProcessor();
  62. ~EditorPropertyNameProcessor();
  63. };
  64. #endif // EDITOR_PROPERTY_NAME_PROCESSOR_H