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130 lines
4.8 KiB
130 lines
4.8 KiB
/*==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 bool 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 bool 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 bool 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 bool 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 bool 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 bool 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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