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Happy new year to the wonderful Godot community!
124 lines
4.6 KiB
C++
124 lines
4.6 KiB
C++
/*************************************************************************/
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/* translation.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TRANSLATION_H
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#define TRANSLATION_H
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#include "core/resource.h"
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class Translation : public Resource {
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GDCLASS(Translation, Resource);
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OBJ_SAVE_TYPE(Translation);
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RES_BASE_EXTENSION("translation");
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String locale;
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Map<StringName, StringName> translation_map;
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PoolVector<String> _get_message_list() const;
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PoolVector<String> _get_messages() const;
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void _set_messages(const PoolVector<String> &p_messages);
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protected:
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static void _bind_methods();
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public:
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void set_locale(const String &p_locale);
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_FORCE_INLINE_ String get_locale() const { return locale; }
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void add_message(const StringName &p_src_text, const StringName &p_xlated_text);
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virtual StringName get_message(const StringName &p_src_text) const; //overridable for other implementations
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void erase_message(const StringName &p_src_text);
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void get_message_list(List<StringName> *r_messages) const;
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int get_message_count() const;
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Translation();
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};
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class TranslationServer : public Object {
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GDCLASS(TranslationServer, Object);
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String locale;
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String fallback;
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Set<Ref<Translation>> translations;
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Ref<Translation> tool_translation;
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Ref<Translation> doc_translation;
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Map<String, String> locale_name_map;
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bool enabled;
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static TranslationServer *singleton;
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bool _load_translations(const String &p_from);
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static void _bind_methods();
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public:
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_FORCE_INLINE_ static TranslationServer *get_singleton() { return singleton; }
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void set_enabled(bool p_enabled) { enabled = p_enabled; }
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_FORCE_INLINE_ bool is_enabled() const { return enabled; }
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void set_locale(const String &p_locale);
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String get_locale() const;
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String get_locale_name(const String &p_locale) const;
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Array get_loaded_locales() const;
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void add_translation(const Ref<Translation> &p_translation);
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void remove_translation(const Ref<Translation> &p_translation);
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StringName translate(const StringName &p_message) const;
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static Vector<String> get_all_locales();
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static Vector<String> get_all_locale_names();
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static bool is_locale_valid(const String &p_locale);
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static String standardize_locale(const String &p_locale);
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static String get_language_code(const String &p_locale);
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void set_tool_translation(const Ref<Translation> &p_translation);
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StringName tool_translate(const StringName &p_message) const;
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void set_doc_translation(const Ref<Translation> &p_translation);
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StringName doc_translate(const StringName &p_message) const;
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void setup();
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void clear();
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void load_translations();
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TranslationServer();
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};
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#endif // TRANSLATION_H
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