Files
UnrealEngine/Engine/Source/Developer/TranslationEditor/Private/ITranslationEditor.cpp
2025-05-18 13:04:45 +08:00

95 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ITranslationEditor.h"
#include "TranslationPickerWidget.h"
#if WITH_EDITOR
#include "Modules/ModuleManager.h"
#include "TranslationEditorModule.h"
#include "LocalizationConfigurationScript.h"
/** To keep track of what translation editors are open editing which archive files */
TMap<FString, ITranslationEditor*> ITranslationEditor::OpenTranslationEditors = TMap<FString, ITranslationEditor*>();
void ITranslationEditor::OpenTranslationEditor(const FString& InManifestFile, const FString& InNativeArchiveFile, const FString& InArchiveFileToEdit)
{
// Only open a new translation editor if there isn't another one open for this archive file already
if (!OpenTranslationEditors.Contains(InArchiveFileToEdit))
{
FTranslationEditorModule& TranslationEditorModule = FModuleManager::LoadModuleChecked<FTranslationEditorModule>("TranslationEditor");
bool bLoadedSuccessfully = false;
ITranslationEditor* NewTranslationEditor = (ITranslationEditor*)&(TranslationEditorModule.CreateTranslationEditor(InManifestFile, InNativeArchiveFile, InArchiveFileToEdit, bLoadedSuccessfully).Get());
NewTranslationEditor->RegisterTranslationEditor();
if (!bLoadedSuccessfully)
{
NewTranslationEditor->CloseWindow(EAssetEditorCloseReason::AssetUnloadingOrInvalid);
}
}
else
{
// If already editing this archive file, flash the tab that contains the editor that has that file open
ITranslationEditor* OpenEditor = *OpenTranslationEditors.Find(InArchiveFileToEdit);
OpenEditor->FocusWindow();
}
}
void ITranslationEditor::OpenTranslationEditor(ULocalizationTarget* const LocalizationTarget, const FString& CultureToEdit)
{
check(LocalizationTarget);
const FString ManifestFile = LocalizationConfigurationScript::GetManifestPath(LocalizationTarget);
FString NativeCultureName;
if (LocalizationTarget->Settings.SupportedCulturesStatistics.IsValidIndex(LocalizationTarget->Settings.NativeCultureIndex))
{
NativeCultureName = LocalizationTarget->Settings.SupportedCulturesStatistics[LocalizationTarget->Settings.NativeCultureIndex].CultureName;
}
const FString NativeArchiveFile = NativeCultureName.IsEmpty() ? FString() : LocalizationConfigurationScript::GetArchivePath(LocalizationTarget, NativeCultureName);
const FString ArchiveFile = LocalizationConfigurationScript::GetArchivePath(LocalizationTarget, CultureToEdit);
// Only open a new translation editor if there isn't another one open for this archive file already
if (!OpenTranslationEditors.Contains(ArchiveFile))
{
FTranslationEditorModule& TranslationEditorModule = FModuleManager::LoadModuleChecked<FTranslationEditorModule>("TranslationEditor");
bool bLoadedSuccessfully = false;
ITranslationEditor* NewTranslationEditor = (ITranslationEditor*)&(TranslationEditorModule.CreateTranslationEditor(LocalizationTarget, CultureToEdit, bLoadedSuccessfully).Get());
NewTranslationEditor->RegisterTranslationEditor();
if (!bLoadedSuccessfully)
{
NewTranslationEditor->CloseWindow(EAssetEditorCloseReason::AssetUnloadingOrInvalid);
}
}
else
{
// If already editing this archive file, flash the tab that contains the editor that has that file open
ITranslationEditor* OpenEditor = *OpenTranslationEditors.Find(ArchiveFile);
OpenEditor->FocusWindow();
}
}
void ITranslationEditor::RegisterTranslationEditor()
{
ITranslationEditor::OpenTranslationEditors.Add(ArchiveFilePath, this);
}
void ITranslationEditor::UnregisterTranslationEditor()
{
OpenTranslationEditors.Remove(ArchiveFilePath);
}
void ITranslationEditor::OnClose()
{
ITranslationEditor::UnregisterTranslationEditor();
}
#endif // WITH_EDITOR
void ITranslationEditor::OpenTranslationPicker()
{
if (!TranslationPickerManager::IsPickerWindowOpen())
{
TranslationPickerManager::OpenPickerWindow();
}
}