d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
119 lines
4.1 KiB
C++
119 lines
4.1 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "resource.h"
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class Translation : public Resource {
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OBJ_TYPE( Translation, Resource );
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OBJ_SAVE_TYPE( Translation );
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RES_BASE_EXTENSION("xl");
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String locale;
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Map<StringName, StringName> translation_map;
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DVector<String> _get_message_list() const;
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DVector<String> _get_messages() const;
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void _set_messages(const DVector<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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OBJ_TYPE(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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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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//yes, portuguese is supported!
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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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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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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 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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