virtualx-engine/core/translation.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

118 lines
4.1 KiB
C++

/*************************************************************************/
/* translation.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef TRANSLATION_H
#define TRANSLATION_H
#include "resource.h"
class Translation : public Resource {
OBJ_TYPE( Translation, Resource );
OBJ_SAVE_TYPE( Translation );
RES_BASE_EXTENSION("xl");
String locale;
Map<StringName, StringName> translation_map;
DVector<String> _get_message_list() const;
DVector<String> _get_messages() const;
void _set_messages(const DVector<String>& 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<StringName> *r_messages) const;
int get_message_count() const;
Translation();
};
class TranslationServer : public Object {
OBJ_TYPE(TranslationServer, Object);
String locale;
String fallback;
Set< Ref<Translation> > translations;
Ref<Translation> tool_translation;
bool enabled;
static TranslationServer *singleton;
bool _load_translations(const String& p_from);
static void _bind_methods();
public:
_FORCE_INLINE_ static TranslationServer *get_singleton() { return singleton; }
//yes, portuguese is supported!
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;
void add_translation(const Ref<Translation> &p_translation);
void remove_translation(const Ref<Translation> &p_translation);
StringName translate(const StringName& p_message) const;
static Vector<String> get_all_locales();
static Vector<String> get_all_locale_names();
void set_tool_translation(const Ref<Translation>& p_translation);
StringName tool_translate(const StringName& p_message) const;
void setup();
void clear();
void load_translations();
TranslationServer();
};
#endif // TRANSLATION_H