godot/core/string/translation.h

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/*************************************************************************/
/* translation.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef TRANSLATION_H
#define TRANSLATION_H
#include "core/io/resource.h"
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class Translation : public Resource {
GDCLASS(Translation, Resource);
OBJ_SAVE_TYPE(Translation);
RES_BASE_EXTENSION("translation");
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String locale = "en";
Map<StringName, StringName> translation_map;
virtual Vector<String> _get_message_list() const;
virtual Dictionary _get_messages() const;
virtual void _set_messages(const Dictionary &p_messages);
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protected:
static void _bind_methods();
public:
void set_locale(const String &p_locale);
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_FORCE_INLINE_ String get_locale() const { return locale; }
virtual void add_message(const StringName &p_src_text, const StringName &p_xlated_text, const StringName &p_context = "");
virtual void add_plural_message(const StringName &p_src_text, const Vector<String> &p_plural_xlated_texts, const StringName &p_context = "");
virtual StringName get_message(const StringName &p_src_text, const StringName &p_context = "") const; //overridable for other implementations
virtual StringName get_plural_message(const StringName &p_src_text, const StringName &p_plural_text, int p_n, const StringName &p_context = "") const;
virtual void erase_message(const StringName &p_src_text, const StringName &p_context = "");
virtual void get_message_list(List<StringName> *r_messages) const;
virtual int get_message_count() const;
Translation() {}
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};
class TranslationServer : public Object {
GDCLASS(TranslationServer, Object);
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String locale = "en";
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String fallback;
Set<Ref<Translation>> translations;
Ref<Translation> tool_translation;
Ref<Translation> doc_translation;
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Map<String, String> locale_name_map;
bool enabled = true;
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static TranslationServer *singleton;
bool _load_translations(const String &p_from);
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StringName _get_message_from_translations(const StringName &p_message, const StringName &p_context, const String &p_locale, bool plural, const String &p_message_plural = "", int p_n = 0) const;
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static void _bind_methods();
public:
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_FORCE_INLINE_ static TranslationServer *get_singleton() { return singleton; }
void set_enabled(bool p_enabled) { enabled = p_enabled; }
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_FORCE_INLINE_ bool is_enabled() const { return enabled; }
void set_locale(const String &p_locale);
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String get_locale() const;
Ref<Translation> get_translation_object(const String &p_locale);
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String get_locale_name(const String &p_locale) const;
Array get_loaded_locales() const;
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void add_translation(const Ref<Translation> &p_translation);
void remove_translation(const Ref<Translation> &p_translation);
StringName translate(const StringName &p_message, const StringName &p_context = "") const;
StringName translate_plural(const StringName &p_message, const StringName &p_message_plural, int p_n, const StringName &p_context = "") const;
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static Vector<String> get_all_locales();
static Vector<String> get_all_locale_names();
static bool is_locale_valid(const String &p_locale);
static String standardize_locale(const String &p_locale);
static String get_language_code(const String &p_locale);
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void set_tool_translation(const Ref<Translation> &p_translation);
StringName tool_translate(const StringName &p_message, const StringName &p_context = "") const;
StringName tool_translate_plural(const StringName &p_message, const StringName &p_message_plural, int p_n, const StringName &p_context = "") const;
void set_doc_translation(const Ref<Translation> &p_translation);
StringName doc_translate(const StringName &p_message, const StringName &p_context = "") const;
StringName doc_translate_plural(const StringName &p_message, const StringName &p_message_plural, int p_n, const StringName &p_context = "") const;
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void setup();
void clear();
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void load_translations();
TranslationServer();
};
#endif // TRANSLATION_H