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C++ TSharedRef::FindEntryBySource方法代码示例

本文整理汇总了C++中TSharedRef::FindEntryBySource方法的典型用法代码示例。如果您正苦于以下问题:C++ TSharedRef::FindEntryBySource方法的具体用法?C++ TSharedRef::FindEntryBySource怎么用?C++ TSharedRef::FindEntryBySource使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在TSharedRef的用法示例。


在下文中一共展示了TSharedRef::FindEntryBySource方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Generate


//.........这里部分代码省略.........

		// Generate text localization resource from manifest and archive entries.
		for(TManifestEntryByContextIdContainer::TConstIterator i = InternationalizationManifest->GetEntriesByContextIdIterator(); i; ++i)
		{
			// Gather relevant info from manifest entry.
			const TSharedRef<FManifestEntry>& ManifestEntry = i.Value();
			const FString& Namespace = ManifestEntry->Namespace;
			const FLocItem& Source = ManifestEntry->Source;
			const FString& SourceString = Source.Text;
			const FString UnescapedSourceString = SourceString;
			const uint32 SourceStringHash = FCrc::StrCrc32(*UnescapedSourceString);

			FLocalizationEntryTracker::FKeyTable& KeyTable = LocalizationEntryTracker.Namespaces.FindOrAdd(*Namespace);

			// Keeps track of the key strings of non-optional manifest entries that are missing a corresponding archive entry.
			FString MissingArchiveEntryKeyStrings;

			// Keeps track of the key strings of non-optional manifest entries that are missing a translation
			FString MissingArchiveTranslationKeyStrings;

			// Create a localization entry for each namespace and key combination.
			for(auto ContextIt = ManifestEntry->Contexts.CreateConstIterator(); ContextIt; ++ContextIt)
			{
				const FString& Key = ContextIt->Key;

				// Get proper source string to use - if the native source is different than the native translation, the native translation becomes the source.
				FLocItem SourceToUse = Source;
				if (CultureToGenerate != NativeCulture)
				{
					for (const auto& NativeArchive : NativeArchives)
					{
						if (NativeArchive.IsValid())
						{
							const TSharedPtr<FArchiveEntry> NativeArchiveEntry = NativeArchive->FindEntryBySource(Namespace, Source, ContextIt->KeyMetadataObj);
							if (NativeArchiveEntry.IsValid() && !NativeArchiveEntry->Source.IsExactMatch(NativeArchiveEntry->Translation))
							{
								SourceToUse = NativeArchiveEntry->Translation;
								break;
							}
						}
					}
				}
				// Find matching archive entry.
				TSharedPtr<FArchiveEntry> ArchiveEntry = InternationalizationArchive->FindEntryBySource(Namespace, SourceToUse, ContextIt->KeyMetadataObj);

				if(ContextIt->bIsOptional && (!ArchiveEntry.IsValid() || (ArchiveEntry.IsValid() && ArchiveEntry->Translation.Text.IsEmpty())))
				{
					// Skip any optional manifest entries that do not have a matching archive entry or if the matching archive entry does not have a translation
					continue;
				}

				FString UnescapedTranslatedString;
				if( ArchiveEntry.IsValid() )
				{
					UnescapedTranslatedString = ArchiveEntry->Translation.Text;
					
					if(UnescapedTranslatedString.IsEmpty())
					{
						if ( !MissingArchiveTranslationKeyStrings.IsEmpty() )
						{
							MissingArchiveTranslationKeyStrings += TEXT(", ");
						}
						MissingArchiveTranslationKeyStrings += Key;
					}
				}
				else
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:67,代码来源:TextLocalizationResourceGenerator.cpp

示例2: DoImport


//.........这里部分代码省略.........

		if( !FPaths::FileExists(ManifestFileName) )
		{
			UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Failed to find manifest %s."), *ManifestFileName);
			continue;
		}

		const FString DestinationCulturePath = DestinationPath / CultureName;
		const FString ArchiveFileName = DestinationCulturePath / ArchiveName;

		if( !FPaths::FileExists(ArchiveFileName) )
		{
			UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Failed to find destination archive %s."), *ArchiveFileName);
			continue;
		}

		TSharedPtr< FJsonObject > ArchiveJsonObject = NULL;
		ArchiveJsonObject = ReadJSONTextFile( ArchiveFileName );

		FJsonInternationalizationArchiveSerializer ArchiveSerializer;
		TSharedRef< FInternationalizationArchive > InternationalizationArchive = MakeShareable( new FInternationalizationArchive );
		ArchiveSerializer.DeserializeArchive( ArchiveJsonObject.ToSharedRef(), InternationalizationArchive );

		bool bModifiedArchive = false;
		{
			for( auto EntryIter = PortableObject.GetEntriesIterator(); EntryIter; ++EntryIter )
			{
				auto POEntry = *EntryIter;
				if( POEntry->MsgId.IsEmpty() || POEntry->MsgStr.Num() == 0 || POEntry->MsgStr[0].Trim().IsEmpty() )
				{
					// We ignore the header entry or entries with no translation.
					continue;
				}

				// Some warning messages for data we don't process at the moment
				if( !POEntry->MsgIdPlural.IsEmpty() || POEntry->MsgStr.Num() > 1 )
				{
					UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Portable Object entry has plural form we did not process.  File: %s  MsgCtxt: %s  MsgId: %s"), *POFilePath, *POEntry->MsgCtxt, *POEntry->MsgId );
				}

				FString Key;
				FString Namespace;
				ParsePOMsgCtxtForIdentity(POEntry->MsgCtxt, Namespace, Key);
				const FString& SourceText = ConditionPoStringForArchive(POEntry->MsgId);
				const FString& Translation = ConditionPoStringForArchive(POEntry->MsgStr[0]);

				TSharedPtr<FLocMetadataObject> KeyMetaDataObject;
				// Get key metadata from the manifest, using the namespace and key.
				if (!Key.IsEmpty())
				{
					// Find manifest entry by namespace
					for (auto ManifestEntryIterator = InternationalizationManifest->GetEntriesByContextIdIterator(); ManifestEntryIterator; ++ManifestEntryIterator)
					{
						const FString& ManifestEntryNamespace = ManifestEntryIterator->Key;
						const TSharedRef<FManifestEntry>& ManifestEntry = ManifestEntryIterator->Value;
						if (ManifestEntry->Namespace == Namespace)
						{
							FContext* const MatchingContext = ManifestEntry->Contexts.FindByPredicate([&](FContext& Context) -> bool
								{
									return Context.Key == Key;
								});
							if (MatchingContext)
							{
								KeyMetaDataObject = MatchingContext->KeyMetadataObj;
							}
						}
					}
				}

				//@TODO: Take into account optional entries and entries that differ by keymetadata.  Ex. Each optional entry needs a unique msgCtxt
				const TSharedPtr< FArchiveEntry > FoundEntry = InternationalizationArchive->FindEntryBySource( Namespace, SourceText, KeyMetaDataObject );
				if( !FoundEntry.IsValid() )
				{
					UE_LOG(LogInternationalizationExportCommandlet, Warning, TEXT("Could not find corresponding archive entry for PO entry.  File: %s  MsgCtxt: %s  MsgId: %s"), *POFilePath, *POEntry->MsgCtxt, *POEntry->MsgId );
					continue;
				}

				if( FoundEntry->Translation != Translation )
				{
					FoundEntry->Translation = Translation;
					bModifiedArchive = true;
				}
			}
		}

		if( bModifiedArchive )
		{
			TSharedRef<FJsonObject> FinalArchiveJsonObj = MakeShareable( new FJsonObject );
			ArchiveSerializer.SerializeArchive( InternationalizationArchive, FinalArchiveJsonObj );

			if( !WriteJSONToTextFile(FinalArchiveJsonObj, ArchiveFileName, SourceControlInfo ) )
			{
				UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Failed to write archive to %s."), *ArchiveFileName );				
				return false;
			}
		}
	}

	return true;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:101,代码来源:InternationalizationExportCommandlet.cpp

示例3: DoExport


//.........这里部分代码省略.........

			FJsonInternationalizationArchiveSerializer ArchiveSerializer;
			TSharedRef< FInternationalizationArchive > InternationalizationArchive = MakeShareable( new FInternationalizationArchive );
			ArchiveSerializer.DeserializeArchive( ArchiveJsonObject.ToSharedRef(), InternationalizationArchive );

			{
				FPortableObjectFormatDOM NewPortableObject;

				FString LocLang;
				if( !NewPortableObject.SetLanguage( CultureName ) )
				{
					UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Skipping export of loc language %s because it is not recognized."), *LocLang );
					continue;
				}

				NewPortableObject.SetProjectName( FPaths::GetBaseFilename( ManifestName ) );
				NewPortableObject.CreateNewHeader();

				{
					for(TManifestEntryBySourceTextContainer::TConstIterator ManifestIter = InternationalizationManifest->GetEntriesBySourceTextIterator(); ManifestIter; ++ManifestIter)
					{
						// Gather relevant info from manifest entry.
						const TSharedRef<FManifestEntry>& ManifestEntry = ManifestIter.Value();
						const FString& Namespace = ManifestEntry->Namespace;
						const FLocItem& Source = ManifestEntry->Source;

						// For each context, we may need to create a different or even multiple PO entries.
						for( auto ContextIter = ManifestEntry->Contexts.CreateConstIterator(); ContextIter; ++ContextIter )
						{
							const FContext& Context = *ContextIter;

							// Create the typical PO entry from the archive entry which matches the exact same namespace, source, and key metadata, if it exists.
							{
								const TSharedPtr<FArchiveEntry> ArchiveEntry = InternationalizationArchive->FindEntryBySource( Namespace, Source, Context.KeyMetadataObj );
								if( ArchiveEntry.IsValid() )
								{
									const FString ConditionedArchiveSource = ConditionArchiveStrForPo(ArchiveEntry->Source.Text);
									const FString ConditionedArchiveTranslation = ConditionArchiveStrForPo(ArchiveEntry->Translation.Text);

									TSharedRef<FPortableObjectEntry> PoEntry = MakeShareable( new FPortableObjectEntry );
									//@TODO: We support additional metadata entries that can be translated.  How do those fit in the PO file format?  Ex: isMature
									PoEntry->MsgId = ConditionedArchiveSource;
									PoEntry->MsgCtxt = ConditionIdentityForPOMsgCtxt(Namespace, Context.Key, Context.KeyMetadataObj);
									PoEntry->MsgStr.Add( ConditionedArchiveTranslation );

									const FString PORefString = ConvertSrcLocationToPORef( Context.SourceLocation );
									PoEntry->AddReference(PORefString); // Source location.

									PoEntry->AddExtractedComment( GetConditionedKeyForExtractedComment(Context.Key) ); // "Notes from Programmer" in the form of the Key.

									if (ShouldAddSourceLocationsAsComments)
									{
										PoEntry->AddExtractedComment(GetConditionedReferenceForExtractedComment(PORefString)); // "Notes from Programmer" in the form of the Source Location, since this comes in handy too and OneSky doesn't properly show references, only comments.
									}

									TArray<FString> InfoMetaDataStrings;
									if (Context.InfoMetadataObj.IsValid())
									{
										for (auto InfoMetaDataPair : Context.InfoMetadataObj->Values)
										{
											const FString KeyName = InfoMetaDataPair.Key;
											const TSharedPtr<FLocMetadataValue> Value = InfoMetaDataPair.Value;
											InfoMetaDataStrings.Add(GetConditionedInfoMetaDataForExtractedComment(KeyName, Value->AsString()));
										}
									}
									if (InfoMetaDataStrings.Num())
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:67,代码来源:InternationalizationExportCommandlet.cpp

示例4: DoImport


//.........这里部分代码省略.........
		}
		else
		{
			POFilePath = SourcePath / Filename;
		}

		if( !FPaths::FileExists(POFilePath) )
		{
			UE_LOG( LogInternationalizationExportCommandlet, Warning, TEXT("Could not find file %s"), *POFilePath );
			continue;
		}

		FString POFileContents;
		if ( !FFileHelper::LoadFileToString( POFileContents, *POFilePath ) )
		{
			UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Failed to load file %s."), *POFilePath);
			continue;
		}

		FPortableObjectFormatDOM PortableObject;
		if( !PortableObject.FromString( POFileContents ) )
		{
			UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Failed to parse Portable Object file %s."), *POFilePath);
			continue;
		}

		if( PortableObject.GetProjectName() != ManifestName.Replace(TEXT(".manifest"), TEXT("")) )
		{
			UE_LOG( LogInternationalizationExportCommandlet, Warning, TEXT("The project name (%s) in the file (%s) did not match the target manifest project (%s)."), *POFilePath, *PortableObject.GetProjectName(), *ManifestName.Replace(TEXT(".manifest"), TEXT("")));
		}


		const FString DestinationCulturePath = DestinationPath / CultureName;
		FString ArchiveFileName = DestinationCulturePath / ArchiveName;
		
		if( !FPaths::FileExists(ArchiveFileName) )
		{
			UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Failed to find destination archive %s."), *ArchiveFileName);
			continue;
		}

		TSharedPtr< FJsonObject > ArchiveJsonObject = NULL;
		ArchiveJsonObject = ReadJSONTextFile( ArchiveFileName );

		FJsonInternationalizationArchiveSerializer ArchiveSerializer;
		TSharedRef< FInternationalizationArchive > InternationalizationArchive = MakeShareable( new FInternationalizationArchive );
		ArchiveSerializer.DeserializeArchive( ArchiveJsonObject.ToSharedRef(), InternationalizationArchive );

		bool bModifiedArchive = false;
		{
			for( auto EntryIter = PortableObject.GetEntriesIterator(); EntryIter; ++EntryIter )
			{
				auto POEntry = *EntryIter;
				if( POEntry->MsgId.IsEmpty() || POEntry->MsgStr.Num() == 0 || POEntry->MsgStr[0].Trim().IsEmpty() )
				{
					// We ignore the header entry or entries with no translation.
					continue;
				}

				// Some warning messages for data we don't process at the moment
				if( !POEntry->MsgIdPlural.IsEmpty() || POEntry->MsgStr.Num() > 1 )
				{
					UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Portable Object entry has plural form we did not process.  File: %s  MsgCtxt: %s  MsgId: %s"), *POFilePath, *POEntry->MsgCtxt, *POEntry->MsgId );
				}
				
				const FString& Namespace = POEntry->MsgCtxt;
				const FString& SourceText = ConditionPoStringForArchive(POEntry->MsgId);
				const FString& Translation = ConditionPoStringForArchive(POEntry->MsgStr[0]);

				//@TODO: Take into account optional entries and entries that differ by keymetadata.  Ex. Each optional entry needs a unique msgCtxt
				TSharedPtr< FArchiveEntry > FoundEntry = InternationalizationArchive->FindEntryBySource( Namespace, SourceText, NULL );
				if( !FoundEntry.IsValid() )
				{
					UE_LOG(LogInternationalizationExportCommandlet, Warning, TEXT("Could not find corresponding archive entry for PO entry.  File: %s  MsgCtxt: %s  MsgId: %s"), *POFilePath, *POEntry->MsgCtxt, *POEntry->MsgId );
					continue;
				}
				
				if( FoundEntry->Translation != Translation )
				{
					FoundEntry->Translation = Translation;
					bModifiedArchive = true;
				}
			}
		}

		if( bModifiedArchive )
		{
			TSharedRef<FJsonObject> FinalArchiveJsonObj = MakeShareable( new FJsonObject );
			ArchiveSerializer.SerializeArchive( InternationalizationArchive, FinalArchiveJsonObj );

			if( !WriteJSONToTextFile(FinalArchiveJsonObj, ArchiveFileName, SourceControlInfo ) )
			{
				UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Failed to write archive to %s."), *ArchiveFileName );				
				return false;
			}
		}
	}

	return true;
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:101,代码来源:InternationalizationExportCommandlet.cpp

示例5: DoExport


//.........这里部分代码省略.........

		if( FPaths::FileExists(ArchiveFileName) )
		{
			ArchiveJsonObject = ReadJSONTextFile( ArchiveFileName );

			FJsonInternationalizationArchiveSerializer ArchiveSerializer;
			TSharedRef< FInternationalizationArchive > InternationalizationArchive = MakeShareable( new FInternationalizationArchive );
			ArchiveSerializer.DeserializeArchive( ArchiveJsonObject.ToSharedRef(), InternationalizationArchive );

			{
				FPortableObjectFormatDOM PortableObj;

				FString LocLang;
				if( !PortableObj.SetLanguage( CultureName ) )
				{
					UE_LOG( LogInternationalizationExportCommandlet, Error, TEXT("Skipping export of loc language %s because it is not recognized."), *LocLang );
					continue;
				}

				PortableObj.SetProjectName( FPaths::GetBaseFilename( ManifestName ) );
				PortableObj.CreateNewHeader();

				{
					for(TManifestEntryBySourceTextContainer::TConstIterator ManifestIter = InternationalizationManifest->GetEntriesBySourceTextIterator(); ManifestIter; ++ManifestIter)
					{
						// Gather relevant info from manifest entry.
						const TSharedRef<FManifestEntry>& ManifestEntry = ManifestIter.Value();
						const FString& Namespace = ManifestEntry->Namespace;
						const FLocItem& Source = ManifestEntry->Source;

						for( auto ContextIter = ManifestEntry->Contexts.CreateConstIterator(); ContextIter; ++ContextIter )
						{
							{
								const TSharedPtr<FArchiveEntry> ArchiveEntry = InternationalizationArchive->FindEntryBySource( Namespace, Source, ContextIter->KeyMetadataObj );
							if( ArchiveEntry.IsValid() )
							{
								const FString ConditionedArchiveSource = ConditionArchiveStrForPo(ArchiveEntry->Source.Text);
								const FString ConditionedArchiveTranslation = ConditionArchiveStrForPo(ArchiveEntry->Translation.Text);

								TSharedRef<FPortableObjectEntry> PoEntry = MakeShareable( new FPortableObjectEntry );
								//@TODO: We support additional metadata entries that can be translated.  How do those fit in the PO file format?  Ex: isMature
								PoEntry->MsgId = ConditionedArchiveSource;
								//@TODO: Take into account optional entries and entries that differ by keymetadata.  Ex. Each optional entry needs a unique msgCtxt
								PoEntry->MsgCtxt = Namespace;
								PoEntry->MsgStr.Add( ConditionedArchiveTranslation );

								FString PORefString = ConvertSrcLocationToPORef( ContextIter->SourceLocation );
								PoEntry->AddReference( PORefString ); // Source location.
								PoEntry->AddExtractedComment( ContextIter->Key ); // "Notes from Programmer" in the form of the Key.
								PoEntry->AddExtractedComment( PORefString ); // "Notes from Programmer" in the form of the Source Location, since this comes in handy too and OneSky doesn't properly show references, only comments.
								PortableObj.AddEntry( PoEntry );
							}
						}

							if (CultureName != NativeCultureName)
							{
								TSharedPtr<FArchiveEntry> NativeArchiveEntry;
								for (const auto& NativeArchive : NativeArchives)
								{
									const TSharedPtr<FArchiveEntry> PotentialNativeArchiveEntry = NativeArchive->FindEntryBySource( Namespace, Source, ContextIter->KeyMetadataObj );
									if (PotentialNativeArchiveEntry.IsValid())
									{
										NativeArchiveEntry = PotentialNativeArchiveEntry;
										break;
									}
								}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:67,代码来源:InternationalizationExportCommandlet.cpp

示例6: ProcessArchive

bool UInternationalizationConditioningCommandlet::ProcessArchive( const FString& PrimaryLangExt, const FString& SourcePath, const FString& DestinationPath )
{
	FString ArchiveName = TEXT("Archive.txt");
	TArray<FString> LanguagesToProcess;
	TArray<FString> TargetCultures;
	bool bAppendToExistingArchive = true;

	GetConfigString( *SectionName, TEXT("ArchiveName"), ArchiveName, GatherTextConfigPath );
	GetConfigArray( *SectionName, TEXT("ProcessLanguage"), LanguagesToProcess, GatherTextConfigPath );
	GetConfigArray( *SectionName, TEXT("TargetCulture"), TargetCultures, GatherTextConfigPath );
	GetConfigBool( *SectionName, TEXT("bAppendToExistingArchive"), bAppendToExistingArchive, GatherTextConfigPath );

	// Build info about the primary language
	TArray<FString> PrimaryFilenames;
	TArray<FString> PathPrimaryFilenames;
	FString PrimaryLocDirectory = SourcePath / PrimaryLangExt + TEXT("/");
	FString PrimaryWildcardName = PrimaryLocDirectory + TEXT("*.") + PrimaryLangExt;
	// Grab the list of primary language loc files
	IFileManager::Get().FindFiles(PathPrimaryFilenames, *PrimaryWildcardName, true, false);
	for ( int32 FileIndex = 0; FileIndex < PathPrimaryFilenames.Num(); FileIndex++ )
	{
		FString* CompleteFilename = new(PrimaryFilenames) FString(PrimaryLocDirectory + PathPrimaryFilenames[FileIndex]);
	}

	if ( PrimaryFilenames.Num() == 0 )
	{
		UE_LOG(LogInternationalizationConditioningCommandlet, Warning, TEXT("No primary language(%s) loc files found!"), *PrimaryLangExt);
		return false;
	}

	for( int32 LanguageIndex = 0; LanguageIndex < LanguagesToProcess.Num(); LanguageIndex++ )
	{
		FString ForeignLangExt = LanguagesToProcess[LanguageIndex];
		TArray<FString> ForeignFilenames;
		TArray<FString> PathForeignFilenames;
		FString ForeignLocDirectory = SourcePath / ForeignLangExt + TEXT("/");
		FString ForeignWildcardName = ForeignLocDirectory + TEXT("*.") + ForeignLangExt;
		FString TargetSubfolder = TargetCultures.Num() > LanguageIndex ? TargetCultures[LanguageIndex] : ForeignLangExt;

		// Get a list of foreign loc files
		IFileManager::Get().FindFiles(PathForeignFilenames, *ForeignWildcardName, true, false);

		for ( int32 FileIndex = 0; FileIndex < PathForeignFilenames.Num(); FileIndex++ )
		{
			FString* CompleteFilename = new(ForeignFilenames) FString(ForeignLocDirectory + PathForeignFilenames[FileIndex]);
		}

		if ( ForeignFilenames.Num() == 0 )
		{
			UE_LOG(LogInternationalizationConditioningCommandlet, Warning, TEXT("No foreign loc files found using language extension '%s'"), *ForeignLangExt);
			continue;
		}

		ReadLocFiles(PrimaryFilenames, ForeignFilenames);

		TArray<FLocalizationFileEntry> ArchiveProperties;

		// FSor each file in the list, 
		for ( int32 i = 0; i < LocPairs.Num(); i++ )
		{
			FLocalizationFilePair& Pair = LocPairs[i];
			Pair.CompareFiles();

			Pair.GetTranslatedProperties( ArchiveProperties );
			Pair.GetIdenticalProperties( ArchiveProperties );

		}

		TSharedRef< FInternationalizationArchive > InternationalizationArchive = MakeShareable( new FInternationalizationArchive );
		FInternationalizationArchiveJsonSerializer ArchiveSerializer;

		const FString DestinationArchiveFileName = DestinationPath / TargetSubfolder / ArchiveName;

		// If we want to append to an existing archive, we first read it into our data structure
		if( bAppendToExistingArchive )
		{
			FString ExistingArchiveFileName = DestinationArchiveFileName;

			if( FPaths::FileExists(ExistingArchiveFileName) )
			{
				TSharedPtr< FJsonObject > ExistingArchiveJsonObject = ReadJSONTextFile( ExistingArchiveFileName );
				if( ExistingArchiveJsonObject.IsValid() )
				{
					ArchiveSerializer.DeserializeArchive( ExistingArchiveJsonObject.ToSharedRef(), InternationalizationArchive );
				}
			}
		}

		for( int PropIndex = 0; PropIndex < ArchiveProperties.Num(); PropIndex++ )
		{
			FLocalizationFileEntry& Prop = ArchiveProperties[PropIndex];
			FString NewNamespace = Prop.Namespace;

			FLocItem Source( Prop.SourceText );
			FLocItem Translation( Prop.TranslatedText );

			if( !InternationalizationArchive->AddEntry( NewNamespace, Source, Translation, NULL, false ) )
			{
				TSharedPtr<FArchiveEntry> ExistingConflictEntry = InternationalizationArchive->FindEntryBySource( NewNamespace, Source, NULL );

//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:InternationalizationConditioningCommandlet.cpp


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