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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plLocalization_h_inc
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#define plLocalization_h_inc
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#include "hsStlUtils.h"
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class plLocalization
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{
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public:
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enum Language
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{
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kEnglish,
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kFrench,
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kGerman,
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kSpanish,
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kItalian,
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kJapanese,
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kNumLanguages,
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};
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enum encodingTypes
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{
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Enc_Unencoded, // This can also mean that python did the decoding for us and we don't need to tweak it on our end
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Enc_Split_String,
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Enc_Hybrid_Split_String,
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Enc_UTF8,
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Enc_UTF16,
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Enc_Unicode_Escape,
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Enc_Raw_Unicode_Escape,
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Enc_Latin_1,
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Enc_ASCII,
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Enc_MBCS
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};
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protected:
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static Language fLanguage;
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static const char* fLangTags[kNumLanguages];
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static const char* fLangNames[kNumLanguages];
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static bool fUsesUnicode[kNumLanguages];
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static encodingTypes fUnicodeEncoding[kNumLanguages];
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static hsBool IGetLocalized(const char* name, Language lang, char* localizedName);
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public:
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static void SetLanguage(Language lang) { fLanguage = lang; }
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static Language GetLanguage() { return fLanguage; }
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static const char* GetLanguageName(Language lang) { return fLangNames[lang]; }
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static hsBool UsingUnicode() { return fUsesUnicode[fLanguage]; }
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static encodingTypes UnicodeEncoding() { return fUnicodeEncoding[fLanguage]; }
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// Returns true if we're using localized assets. If it returns false, you
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// don't need to bother calling GetLocalized
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static hsBool IsLocalized() { return fLanguage != kEnglish; }
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// Pass in a key name and this will give you the localized name
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// Returns false if the original keyname is not for a localized asset
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static hsBool GetLocalized(const char* name, char* localizedName) { return IGetLocalized(name, fLanguage, localizedName); }
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//
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// Export only
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//
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// When you're exporting an asset that could be localized, you'll want to do
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// a loop something like this to try and find any localized versions.
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//
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// for (int i = 0; i < plLocalization::GetNumLocales(); i++)
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// {
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// char localName[MAX_PATH];
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// if (plLocalization::ExportGetLocalized(fileName, i, localName))
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// {
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// ...
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// }
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// }
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//
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static int GetNumLocales() { return kNumLanguages - 1; }
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static hsBool ExportGetLocalized(const char* name, int lang, char* localizedName);
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// Just tells us if this is localized, doesn't actually convert it for us
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static hsBool IsLocalizedName(const char* name) { return IGetLocalized(name, kEnglish, nil); }
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// Converts a vector of translated strings to a encoded string that can be decoded by StringToLocal()
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// The index in the vector of a string is it's language
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static std::string LocalToString(const std::vector<std::string> & localizedText);
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// Converts a string encoded by LocalToString to a vector of translated strings
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static std::vector<std::string> StringToLocal(const std::string & localizedText);
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static std::vector<std::wstring> StringToLocal(const std::wstring & localizedText);
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};
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#endif // plLocalization_h_inc
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