/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #ifndef plLocalization_h_inc #define plLocalization_h_inc #include "hsStlUtils.h" class plLocalization { public: enum Language { kEnglish, kFrench, kGerman, kSpanish, kItalian, kJapanese, kNumLanguages, }; typedef enum encodingTypes { Enc_Unencoded, // This can also mean that python did the decoding for us and we don't need to tweak it on our end Enc_Split_String, Enc_Hybrid_Split_String, Enc_UTF8, Enc_UTF16, Enc_Unicode_Escape, Enc_Raw_Unicode_Escape, Enc_Latin_1, Enc_ASCII, Enc_MBCS }; protected: static Language fLanguage; static char* fLangTags[kNumLanguages]; static char* fLangNames[kNumLanguages]; static bool fUsesUnicode[kNumLanguages]; static encodingTypes fUnicodeEncoding[kNumLanguages]; static hsBool IGetLocalized(const char* name, Language lang, char* localizedName); public: // Sets the default language, as determined by the installer static void SetDefaultLanguage(); static void SetLanguage(Language lang) { fLanguage = lang; } static Language GetLanguage() { return fLanguage; } static char* GetLanguageName(Language lang) { return fLangNames[lang]; } static hsBool UsingUnicode() { return fUsesUnicode[fLanguage]; } static encodingTypes UnicodeEncoding() { return fUnicodeEncoding[fLanguage]; } // Returns true if we're using localized assets. If it returns false, you // don't need to bother calling GetLocalized static hsBool IsLocalized() { return fLanguage != kEnglish; } // Pass in a key name and this will give you the localized name // Returns false if the original keyname is not for a localized asset static hsBool GetLocalized(const char* name, char* localizedName) { return IGetLocalized(name, fLanguage, localizedName); } // // Export only // // When you're exporting an asset that could be localized, you'll want to do // a loop something like this to try and find any localized versions. // // for (int i = 0; i < plLocalization::GetNumLocales(); i++) // { // char localName[MAX_PATH]; // if (plLocalization::ExportGetLocalized(fileName, i, localName)) // { // ... // } // } // static int GetNumLocales() { return kNumLanguages - 1; } static hsBool ExportGetLocalized(const char* name, int lang, char* localizedName); // Just tells us if this is localized, doesn't actually convert it for us static hsBool IsLocalizedName(const char* name) { return IGetLocalized(name, kEnglish, nil); } // Converts a vector of translated strings to a encoded string that can be decoded by StringToLocal() // The index in the vector of a string is it's language static std::string LocalToString(const std::vector & localizedText); // Converts a string encoded by LocalToString to a vector of translated strings static std::vector StringToLocal(const std::string & localizedText); static std::vector StringToLocal(const std::wstring & localizedText); }; #endif // plLocalization_h_inc