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- /**************************************************************************/
- /* 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, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* 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.
- HashMap<String, HashMap<String, StringName>> translation_contexts;
- // Capitalizes property path segments.
- String _capitalize_name(const String &p_name) const;
- // Returns the translation context for the given name.
- StringName _get_context(const String &p_name, const String &p_property, const StringName &p_class) const;
- public:
- // Matches `interface/inspector/default_property_name_style` 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.
- // `p_class` and `p_property` are only used for `STYLE_LOCALIZED`, associating the name with a translation context.
- String process_name(const String &p_name, Style p_style, const String &p_property = "", const StringName &p_class = "") const;
- // Translate plain text group names.
- String translate_group_name(const String &p_name) const;
- EditorPropertyNameProcessor();
- ~EditorPropertyNameProcessor();
- };
- #endif // EDITOR_PROPERTY_NAME_PROCESSOR_H
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