/*==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,
};
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 const char* fLangTags[kNumLanguages];
static const 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 const 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