godot/core/translation.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

159 lines
6.0 KiB
C++

/**************************************************************************/
/* translation.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TRANSLATION_H
#define TRANSLATION_H
#include "core/resource.h"
class Translation : public Resource {
GDCLASS(Translation, Resource);
OBJ_SAVE_TYPE(Translation);
RES_BASE_EXTENSION("translation");
String locale;
Map<StringName, StringName> translation_map;
PoolVector<String> _get_message_list() const;
PoolVector<String> _get_messages() const;
void _set_messages(const PoolVector<String> &p_messages);
protected:
static void _bind_methods();
public:
void set_locale(const String &p_locale);
_FORCE_INLINE_ String get_locale() const { return locale; }
void add_message(const StringName &p_src_text, const StringName &p_xlated_text);
virtual StringName get_message(const StringName &p_src_text) const; //overridable for other implementations
void erase_message(const StringName &p_src_text);
void get_message_list(List<StringName> *r_messages) const;
int get_message_count() const;
// Not exposed to scripting. For easy usage of `ContextTranslation`.
virtual void add_context_message(const StringName &p_src_text, const StringName &p_xlated_text, const StringName &p_context);
virtual StringName get_context_message(const StringName &p_src_text, const StringName &p_context) const;
Translation();
};
class ContextTranslation : public Translation {
GDCLASS(ContextTranslation, Translation);
Map<StringName, Map<StringName, StringName>> context_translation_map;
public:
virtual void add_context_message(const StringName &p_src_text, const StringName &p_xlated_text, const StringName &p_context);
virtual StringName get_context_message(const StringName &p_src_text, const StringName &p_context) const;
};
class TranslationServer : public Object {
GDCLASS(TranslationServer, Object);
String locale;
String fallback;
Set<Ref<Translation>> translations;
Ref<Translation> tool_translation;
Ref<Translation> doc_translation;
bool enabled;
static TranslationServer *singleton;
bool _load_translations(const String &p_from);
static void _bind_methods();
struct LocaleScriptInfo {
String name;
String script;
String default_country;
Set<String> supported_countries;
};
static Vector<LocaleScriptInfo> locale_script_info;
static Map<String, String> language_map;
static Map<String, String> script_map;
static Map<String, String> locale_rename_map;
static Map<String, String> country_name_map;
static Map<String, String> country_rename_map;
static Map<String, String> variant_map;
void init_locale_info();
public:
_FORCE_INLINE_ static TranslationServer *get_singleton() { return singleton; }
void set_enabled(bool p_enabled) { enabled = p_enabled; }
_FORCE_INLINE_ bool is_enabled() const { return enabled; }
void set_locale(const String &p_locale);
String get_locale() const;
int compare_locales(const String &p_locale_a, const String &p_locale_b) const;
String standardize_locale(const String &p_locale) const;
Vector<String> get_all_languages() const;
String get_language_name(const String &p_language) const;
Vector<String> get_all_scripts() const;
String get_script_name(const String &p_script) const;
Vector<String> get_all_countries() const;
String get_country_name(const String &p_country) const;
String get_locale_name(const String &p_locale) const;
Array get_loaded_locales() const;
void add_translation(const Ref<Translation> &p_translation);
void remove_translation(const Ref<Translation> &p_translation);
StringName translate(const StringName &p_message) const;
void set_tool_translation(const Ref<Translation> &p_translation);
StringName tool_translate(const StringName &p_message, const StringName &p_context) const;
void set_doc_translation(const Ref<Translation> &p_translation);
StringName doc_translate(const StringName &p_message) const;
void setup();
void clear();
void load_translations();
TranslationServer();
};
#endif // TRANSLATION_H