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This allows forcing the locale without changing the settings. The `forceLocale` option also lets us avoid changing the locale in settings if fonts.mpq is missing, fixing the following scenario: 1. System locale is ja 2. Launch the game -- fonts are missing 3. Close the game, download fonts.mpq 4. Launch the game again -- it is now in English because the settings have changed
47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
#pragma once
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#include <string>
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#include "utils/stdcompat/string_view.hpp"
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#define _(x) LanguageTranslate(x)
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#define ngettext(x, y, z) LanguagePluralTranslate(x, y, z)
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#define pgettext(context, x) LanguageParticularTranslate(context, x)
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#define N_(x) (x)
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#define P_(context, x) (x)
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extern std::string forceLocale;
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devilution::string_view GetLanguageCode();
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bool HasTranslation(const std::string &locale);
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void LanguageInitialize();
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/**
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* @brief Returns the translation for the given key.
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*
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* @return guaranteed to be null-terminated.
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*/
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devilution::string_view LanguageTranslate(const char *key);
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inline devilution::string_view LanguageTranslate(const std::string &key)
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{
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return LanguageTranslate(key.c_str());
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}
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/**
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* @brief Returns a singular or plural translation for the given keys and count.
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*
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* @return guaranteed to be null-terminated if `plural` is.
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*/
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devilution::string_view LanguagePluralTranslate(const char *singular, devilution::string_view plural, int count);
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/**
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* @brief Returns the translation for the given key and context identifier.
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*
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* @return guaranteed to be null-terminated.
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*/
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devilution::string_view LanguageParticularTranslate(devilution::string_view context, devilution::string_view message);
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// Chinese and Japanese, and Korean small font is 16px instead of a 12px one for readability.
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bool IsSmallFontTall();
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