a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
122 lines
4.5 KiB
C++
122 lines
4.5 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 "core/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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Array get_loaded_locales() 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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static String get_language_code(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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