/*==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 . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. 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" #include 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 const char* fLangTags[kNumLanguages]; #if defined(_MSC_VER) && (_MSC_VER >= 1600) static const std::set fLangCodes[kNumLanguages]; #endif 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]; } #if defined(_MSC_VER) && _MSC_VER >= 1600 static std::set GetLanguageCodes(Language lang) { return fLangCodes[lang]; } #endif 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