scummvm/common/translation.h
2021-12-26 18:48:43 +01:00

279 lines
7.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_TRANSLATION_H
#define COMMON_TRANSLATION_H
#include "common/array.h"
#include "common/fs.h"
#include "common/str.h"
#include "common/singleton.h"
#include "common/str-array.h"
#include "common/language.h"
#ifdef USE_TRANSLATION
namespace Common {
/**
* @defgroup common_translation Message translation manager
* @ingroup common
*
* @brief API related to translation.
*
* @{
*/
class File;
/**
* Translation IDs.
*/
enum TranslationIDs {
kTranslationAutodetectId = 0, /*!< ID for the default language (the current system language). */
kTranslationBuiltinId = 1000 /*!< ID for the English language. */
};
/**
* Structure describing a translation language.
*/
struct TLanguage {
U32String name; /*!< Language name string. */
int id; /*!< Language ID. */
TLanguage() : id(0) {}
/**
* Construct a new language with name @p n and ID @p i.
*/
TLanguage(const U32String &n, int i) : name(n), id(i) {}
};
bool operator<(const TLanguage &l, const TLanguage &r);
typedef Array<TLanguage> TLangArray;
/**
* Structure describing a translated message.
*/
struct PoMessageEntry {
int msgid; /*!< ID of the message. */
String msgctxt; /*!< Context of the message. It can be empty.
Can be used to solve ambiguities. */
U32String msgstr; /*!< Message string. */
};
/**
* Message translation manager.
*/
class TranslationManager : public NonCopyable {
public:
/**
* Constructor that sets the current language to the default language.
*
* The default language is the detected system language.
*/
TranslationManager(const Common::String &fileName);
~TranslationManager();
/**
* Retrieve the language string from the given ID.
*
* @param id ID of the language.
*
* @return Matching string description of the language.
*/
String getLangById(int id) const;
/**
* Set the current translation language to the one specified in the
* parameter.
*
* If the parameter is an empty string, it sets the translation language
* to the default system language.
*
* @param lang Language to set up.
*/
void setLanguage(const String &lang);
/**
* Set the current translation language to the one specified by the
* @p id parameter.
*
* @param id ID of the language.
*/
void setLanguage(int id) {
setLanguage(getLangById(id));
}
/**
* Get the ID for the given language string.
*
* @param lang Language string.
*
* @return ID of the language or kTranslationBuiltinId in case the
* language could not be found.
*/
int parseLanguage(const String &lang) const;
/**
* Return the translation of @p message into the current language.
*
* In case the message is not found in the translation catalog,
* return the original untranslated message, as a U32String.
*/
U32String getTranslation(const char *message) const;
/**
* Return the translation of @p message into the current language.
*
* In case the message is not found in the translation catalog,
* return the original untranslated message, as a U32String.
*/
U32String getTranslation(const String &message) const;
/**
* Return the translation of @p message into the current language.
*
* In case the message is not found in the translation catalog,
* return the original untranslated message, as a U32String.
*
* If a translation is found for the given context, return that
* translation. Otherwise, look for a translation for the same
* message without a context or with a different context.
*/
U32String getTranslation(const char *message, const char *context) const;
/**
* Return the translation of @p message into the current language.
*
* In case the message is not found in the translation catalog,
* return the original untranslated message, as a U32String.
*
* If a translation is found for the given context, return that
* translation. Otherwise, look for a translation for the same
* message without a context or with a different context.
*/
U32String getTranslation(const String &message, const String &context) const;
/**
* Return a list of supported languages.
*
* @return The list of supported languages in a user-readable format.
*/
const TLangArray getSupportedLanguageNames() const;
/**
* Return the currently selected translation language.
*/
String getCurrentLanguage() const;
/**
* Return the id of the selected translation language.
*/
int getCurrentLanguageId() const;
/**
* Return true if the current language is the builtin language and false if it is another language.
*/
bool currentIsBuiltinLanguage() const;
private:
/**
* Attempt to find the given language or a derivate of it.
*
* @param lang Language string.
*
* @return ID of the language or -1 in case no matching language could
* be found.
*/
int32 findMatchingLanguage(const String &lang);
/**
* Find the translations.dat file.
*
* First, search using the SearchMan and then, if needed, using the Themepath.
* If found, open the given @p File to read the translations.dat file.
*/
bool openTranslationsFile(File &);
/**
* Find the translations.dat file in the given directory node.
*
* If found, open the given @p File to read the translations.dat file.
*/
bool openTranslationsFile(const FSNode &node, File &, int depth = -1);
/**
* Load the list of languages from the translations.dat file.
*/
void loadTranslationsInfoDat(const Common::String &name);
/**
* Load the translation for the given language from the translations.dat file.
*
* @param index Index of the language in the list of languages.
*/
void loadLanguageDat(int index);
/**
* Check the header of the given file to make sure it is a valid translations data file.
*/
bool checkHeader(File &in);
StringArray _langs;
U32StringArray _langNames;
StringArray _messageIds;
Array<PoMessageEntry> _currentTranslationMessages;
String _currentCharset;
int _currentLang;
Common::String _translationsFileName;
};
class MainTranslationManager : public TranslationManager, public Singleton<MainTranslationManager> {
public:
MainTranslationManager() : TranslationManager("translations.dat") {}
~MainTranslationManager() {}
};
/** @} */
} // End of namespace Common
#define TransMan Common::MainTranslationManager::instance()
#define _(str) TransMan.getTranslation(str)
#define _c(str, context) TransMan.getTranslation(str, context)
#else // !USE_TRANSLATION
#define _(str) Common::U32String(str)
#define _c(str, context) Common::U32String(str)
#endif // USE_TRANSLATION
#define _s(str) str
#define _sc(str, ctxt) str
#define DECLARE_TRANSLATION_ADDITIONAL_CONTEXT(str, ctxt)
#endif // COMMON_TRANSLATION_H