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https://github.com/libretro/scummvm.git
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32d4173fda
Now all translations use unicode.
280 lines
7.5 KiB
C++
280 lines
7.5 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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#ifndef COMMON_TRANSLATION_H
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#define COMMON_TRANSLATION_H
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#include "common/array.h"
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#include "common/fs.h"
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#include "common/str.h"
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#include "common/singleton.h"
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#include "common/str-array.h"
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#include "common/language.h"
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#ifdef USE_TRANSLATION
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namespace Common {
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/**
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* @defgroup common_translation Message translation manager
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* @ingroup common
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*
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* @brief API related to translation.
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*
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* @{
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*/
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class File;
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/**
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* Translation IDs.
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*/
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enum TranslationIDs {
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kTranslationAutodetectId = 0, /*!< ID for the default language (the current system language). */
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kTranslationBuiltinId = 1000 /*!< ID for the English language. */
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};
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/**
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* Structure describing a translation language.
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*/
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struct TLanguage {
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U32String name; /*!< Language name string. */
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int id; /*!< Language ID. */
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TLanguage() : id(0) {}
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/**
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* Construct a new language with name @p n and ID @p i.
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*/
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TLanguage(const U32String &n, int i) : name(n), id(i) {}
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};
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bool operator<(const TLanguage &l, const TLanguage &r);
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typedef Array<TLanguage> TLangArray;
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/**
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* Structure describing a translated message.
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*/
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struct PoMessageEntry {
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int msgid; /*!< ID of the message. */
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String msgctxt; /*!< Context of the message. It can be empty.
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Can be used to solve ambiguities. */
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U32String msgstr; /*!< Message string. */
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};
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/**
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* Message translation manager.
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*/
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class TranslationManager : public NonCopyable {
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public:
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/**
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* Constructor that sets the current language to the default language.
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*
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* The default language is the detected system language.
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*/
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TranslationManager(const Common::String &fileName);
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~TranslationManager();
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/**
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* Retrieve the language string from the given ID.
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*
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* @param id ID of the language.
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*
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* @return Matching string description of the language.
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*/
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String getLangById(int id) const;
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/**
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* Set the current translation language to the one specified in the
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* parameter.
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*
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* If the parameter is an empty string, it sets the translation language
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* to the default system language.
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*
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* @param lang Language to set up.
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*/
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void setLanguage(const String &lang);
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/**
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* Set the current translation language to the one specified by the
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* @p id parameter.
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*
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* @param id ID of the language.
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*/
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void setLanguage(int id) {
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setLanguage(getLangById(id));
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}
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/**
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* Get the ID for the given language string.
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*
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* @param lang Language string.
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*
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* @return ID of the language or kTranslationBuiltinId in case the
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* language could not be found.
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*/
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int parseLanguage(const String &lang) const;
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/**
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* Return the translation of @p message into the current language.
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*
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* In case the message is not found in the translation catalog,
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* return the original untranslated message, as a U32String.
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*/
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U32String getTranslation(const char *message) const;
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/**
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* Return the translation of @p message into the current language.
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*
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* In case the message is not found in the translation catalog,
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* return the original untranslated message, as a U32String.
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*/
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U32String getTranslation(const String &message) const;
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/**
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* Return the translation of @p message into the current language.
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*
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* In case the message is not found in the translation catalog,
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* return the original untranslated message, as a U32String.
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*
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* If a translation is found for the given context, return that
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* translation. Otherwise, look for a translation for the same
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* message without a context or with a different context.
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*/
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U32String getTranslation(const char *message, const char *context) const;
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/**
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* Return the translation of @p message into the current language.
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*
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* In case the message is not found in the translation catalog,
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* return the original untranslated message, as a U32String.
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*
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* If a translation is found for the given context, return that
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* translation. Otherwise, look for a translation for the same
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* message without a context or with a different context.
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*/
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U32String getTranslation(const String &message, const String &context) const;
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/**
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* Return a list of supported languages.
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*
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* @return The list of supported languages in a user-readable format.
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*/
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const TLangArray getSupportedLanguageNames() const;
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/**
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* Return the currently selected translation language.
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*/
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String getCurrentLanguage() const;
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/**
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* Return the id of the selected translation language.
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*/
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int getCurrentLanguageId() const;
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/**
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* Return true if the current language is the builtin language and false if it is another language.
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*/
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bool currentIsBuiltinLanguage() const;
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private:
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/**
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* Attempt to find the given language or a derivate of it.
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*
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* @param lang Language string.
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*
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* @return ID of the language or -1 in case no matching language could
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* be found.
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*/
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int32 findMatchingLanguage(const String &lang);
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/**
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* Find the translations.dat file.
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*
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* First, search using the SearchMan and then, if needed, using the Themepath.
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* If found, open the given @p File to read the translations.dat file.
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*/
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bool openTranslationsFile(File &);
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/**
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* Find the translations.dat file in the given directory node.
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*
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* If found, open the given @p File to read the translations.dat file.
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*/
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bool openTranslationsFile(const FSNode &node, File &, int depth = -1);
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/**
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* Load the list of languages from the translations.dat file.
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*/
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void loadTranslationsInfoDat(const Common::String &name);
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/**
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* Load the translation for the given language from the translations.dat file.
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*
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* @param index Index of the language in the list of languages.
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*/
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void loadLanguageDat(int index);
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/**
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* Check the header of the given file to make sure it is a valid translations data file.
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*/
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bool checkHeader(File &in);
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StringArray _langs;
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U32StringArray _langNames;
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StringArray _messageIds;
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Array<PoMessageEntry> _currentTranslationMessages;
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String _currentCharset;
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int _currentLang;
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Common::String _translationsFileName;
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};
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class MainTranslationManager : public TranslationManager, public Singleton<MainTranslationManager> {
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public:
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MainTranslationManager() : TranslationManager("translations.dat") {}
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~MainTranslationManager() {}
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};
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/** @} */
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} // End of namespace Common
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#define TransMan Common::MainTranslationManager::instance()
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#define _(str) TransMan.getTranslation(str)
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#define _c(str, context) TransMan.getTranslation(str, context)
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#else // !USE_TRANSLATION
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#define _(str) Common::U32String(str)
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#define _c(str, context) Common::U32String(str)
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#endif // USE_TRANSLATION
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#define _s(str) str
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#define _sc(str, ctxt) str
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#define DECLARE_TRANSLATION_ADDITIONAL_CONTEXT(str, ctxt)
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#endif // COMMON_TRANSLATION_H
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