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	Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
		
			
				
	
	
		
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			119 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  translation.h                                                        */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef TRANSLATION_H
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#define TRANSLATION_H
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#include "resource.h"
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class Translation : public Resource {
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	GDCLASS(Translation, Resource);
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	OBJ_SAVE_TYPE(Translation);
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	RES_BASE_EXTENSION("translation");
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	String locale;
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	Map<StringName, StringName> translation_map;
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	PoolVector<String> _get_message_list() const;
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	PoolVector<String> _get_messages() const;
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	void _set_messages(const PoolVector<String> &p_messages);
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protected:
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	static void _bind_methods();
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public:
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	void set_locale(const String &p_locale);
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	_FORCE_INLINE_ String get_locale() const { return locale; }
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	void add_message(const StringName &p_src_text, const StringName &p_xlated_text);
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	virtual StringName get_message(const StringName &p_src_text) const; //overridable for other implementations
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	void erase_message(const StringName &p_src_text);
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	void get_message_list(List<StringName> *r_messages) const;
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	int get_message_count() const;
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	Translation();
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};
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class TranslationServer : public Object {
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	GDCLASS(TranslationServer, Object);
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	String locale;
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	String fallback;
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	Set<Ref<Translation> > translations;
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	Ref<Translation> tool_translation;
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	Map<String, String> locale_name_map;
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	bool enabled;
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	static TranslationServer *singleton;
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	bool _load_translations(const String &p_from);
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	static void _bind_methods();
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public:
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	_FORCE_INLINE_ static TranslationServer *get_singleton() { return singleton; }
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	void set_enabled(bool p_enabled) { enabled = p_enabled; }
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	_FORCE_INLINE_ bool is_enabled() const { return enabled; }
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	void set_locale(const String &p_locale);
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	String get_locale() const;
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	String get_locale_name(const String &p_locale) const;
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	void add_translation(const Ref<Translation> &p_translation);
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	void remove_translation(const Ref<Translation> &p_translation);
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	StringName translate(const StringName &p_message) const;
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	static Vector<String> get_all_locales();
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	static Vector<String> get_all_locale_names();
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	static bool is_locale_valid(const String &p_locale);
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	static String standardize_locale(const String &p_locale);
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	void set_tool_translation(const Ref<Translation> &p_translation);
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	StringName tool_translate(const StringName &p_message) const;
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	void setup();
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	void clear();
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	void load_translations();
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	TranslationServer();
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};
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#endif // TRANSLATION_H
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