#ifndef TRANSLATION_H #define TRANSLATION_H /*************************************************************************/ /* translation.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "core/object/resource.h" class Translation : public Resource { GDCLASS(Translation, Resource); OBJ_SAVE_TYPE(Translation); RES_BASE_EXTENSION("translation"); String locale; RBMap translation_map; PoolVector _get_message_list() const; PoolVector _get_messages() const; void _set_messages(const PoolVector &p_messages); protected: static void _bind_methods(); public: void set_locale(const String &p_locale); _FORCE_INLINE_ String get_locale() const { return locale; } void add_message(const StringName &p_src_text, const StringName &p_xlated_text); virtual StringName get_message(const StringName &p_src_text) const; //overridable for other implementations void erase_message(const StringName &p_src_text); void get_message_list(List *r_messages) const; int get_message_count() const; // Not exposed to scripting. For easy usage of `ContextTranslation`. virtual void add_context_message(const StringName &p_src_text, const StringName &p_xlated_text, const StringName &p_context); virtual StringName get_context_message(const StringName &p_src_text, const StringName &p_context) const; Translation(); }; class ContextTranslation : public Translation { GDCLASS(ContextTranslation, Translation); RBMap> context_translation_map; public: virtual void add_context_message(const StringName &p_src_text, const StringName &p_xlated_text, const StringName &p_context); virtual StringName get_context_message(const StringName &p_src_text, const StringName &p_context) const; }; class TranslationServer : public Object { GDCLASS(TranslationServer, Object); String locale; String fallback; RBSet> translations; Ref tool_translation; Ref doc_translation; bool enabled; static TranslationServer *singleton; bool _load_translations(const String &p_from); static void _bind_methods(); struct LocaleScriptInfo { String name; String script; String default_country; RBSet supported_countries; }; static Vector locale_script_info; static RBMap language_map; static RBMap script_map; static RBMap locale_rename_map; static RBMap country_name_map; static RBMap country_rename_map; static RBMap variant_map; void init_locale_info(); public: _FORCE_INLINE_ static TranslationServer *get_singleton() { return singleton; } void set_enabled(bool p_enabled) { enabled = p_enabled; } _FORCE_INLINE_ bool is_enabled() const { return enabled; } void set_locale(const String &p_locale); String get_locale() const; int compare_locales(const String &p_locale_a, const String &p_locale_b) const; String standardize_locale(const String &p_locale) const; Vector get_all_languages() const; String get_language_name(const String &p_language) const; Vector get_all_scripts() const; String get_script_name(const String &p_script) const; Vector get_all_countries() const; String get_country_name(const String &p_country) const; String get_locale_name(const String &p_locale) const; Array get_loaded_locales() const; void add_translation(const Ref &p_translation); void remove_translation(const Ref &p_translation); StringName translate(const StringName &p_message) const; StringName translate_to(const StringName &p_message, const String &p_locale) const; void set_tool_translation(const Ref &p_translation); StringName tool_translate(const StringName &p_message, const StringName &p_context) const; void set_doc_translation(const Ref &p_translation); StringName doc_translate(const StringName &p_message) const; void setup(); void clear(); void load_translations(); TranslationServer(); }; #endif // TRANSLATION_H