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92c7366d1c
We have a game that has actual ZH_CNA, ZH_TWN translations and also ships with the same file set that formed ZH_CNA in previous game versions, when there was no separate Traditional/Simplified variants and was only one 'Chinese'
136 lines
4.0 KiB
C++
136 lines
4.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/language.h"
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#include "common/gui_options.h"
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#include "common/str.h"
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namespace Common {
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const LanguageDescription g_languages[] = {
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{ "nz", "nz", "Chinese", ZH_ANY }, // Generic Chinese (when only one game version exist)
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{ "zh-cn", "zh_CN", "Chinese (China)", ZH_CNA },
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{ "zh", "zh_TW", "Chinese (Taiwan)", ZH_TWN },
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{ "hr", "hr_HR", "Croatian", HR_HRV },
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{ "cz", "cs_CZ", "Czech", CZ_CZE },
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{ "da", "da", "Danish", DA_DAN },
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{ "nl", "nl_NL", "Dutch", NL_NLD },
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{ "en", "en", "English", EN_ANY }, // Generic English (when only one game version exist)
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{ "gb", "en_GB", "English (GB)", EN_GRB },
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{ "us", "en_US", "English (US)", EN_USA },
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{ "et", "et_EE", "Estonian", ET_EST },
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{ "fi", "fi_FI", "Finnish", FI_FIN },
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{ "fr", "fr_FR", "French", FR_FRA },
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{ "de", "de_DE", "German", DE_DEU },
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{ "gr", "el_GR", "Greek", GR_GRE },
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{ "he", "he_IL", "Hebrew", HE_ISR },
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{ "hb", "he_IL", "Hebrew", HE_ISR }, // Deprecated
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{ "hu", "hu_HU", "Hungarian", HU_HUN },
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{ "it", "it_IT", "Italian", IT_ITA },
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{ "jp", "ja_JP", "Japanese", JA_JPN },
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{ "kr", "ko_KR", "Korean", KO_KOR },
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{ "lv", "lv_LV", "Latvian", LV_LAT },
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{ "nb", "nb_NO", "Norwegian Bokm\xE5l", NB_NOR },
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{ "pl", "pl_PL", "Polish", PL_POL },
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{ "br", "pt_BR", "Portuguese (Brazil)", PT_BRA },
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{ "pt", "pt_PT", "Portuguese (Portugal)", PT_POR },
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{ "ru", "ru_RU", "Russian", RU_RUS },
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{ "sk", "sk_SK", "Slovak", SK_SVK },
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{ "es", "es_ES", "Spanish", ES_ESP },
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{ "se", "sv_SE", "Swedish", SE_SWE },
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{ "tr", "tr_TR", "Turkish", TR_TUR },
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{ "uk", "uk_UA", "Ukrainian", UA_UKR },
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{ nullptr, nullptr, nullptr, UNK_LANG }
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};
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Language parseLanguage(const String &str) {
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if (str.empty())
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return UNK_LANG;
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const LanguageDescription *l = g_languages;
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for (; l->code; ++l) {
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if (str.equalsIgnoreCase(l->code))
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return l->id;
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}
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return UNK_LANG;
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}
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Language parseLanguageFromLocale(const char *locale) {
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if (!locale || !*locale)
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return UNK_LANG;
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const LanguageDescription *l = g_languages;
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for (; l->code; ++l) {
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if (!strcmp(l->unixLocale, locale))
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return l->id;
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}
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return UNK_LANG;
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}
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const char *getLanguageCode(Language id) {
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const LanguageDescription *l = g_languages;
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for (; l->code; ++l) {
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if (l->id == id)
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return l->code;
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}
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return nullptr;
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}
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const char *getLanguageLocale(Language id) {
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const LanguageDescription *l = g_languages;
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for (; l->code; ++l) {
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if (l->id == id)
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return l->unixLocale;
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}
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return nullptr;
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}
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const char *getLanguageDescription(Language id) {
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const LanguageDescription *l = g_languages;
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for (; l->code; ++l) {
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if (l->id == id)
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return l->description;
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}
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return nullptr;
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}
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bool checkGameGUIOptionLanguage(Language lang, const String &str) {
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if (!str.contains("lang_")) // If no languages are specified
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return true;
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if (str.contains(getGameGUIOptionsDescriptionLanguage(lang)))
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return true;
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return false;
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}
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const String getGameGUIOptionsDescriptionLanguage(Language lang) {
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if (lang == UNK_LANG)
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return "";
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return String("lang_") + getLanguageDescription(lang);
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}
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} // End of namespace Common
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