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forked from 0ad/0ad
0ad/source/i18n/scripting/JSInterface_L10n.h
leper 9defd11440 Pass ScriptInterface as a const ref where possible.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D739
This was SVN commit r20028.
2017-08-24 00:32:42 +00:00

456 lines
18 KiB
C++

/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_JSINTERFACE_L10N
#define INCLUDED_JSINTERFACE_L10N
#include "scriptinterface/ScriptInterface.h"
#include "lib/external_libraries/icu.h"
/**
* Namespace for the functions of the JavaScript interface for
* internationalization and localization.
*
* This namespace defines JavaScript interfaces to functions defined in L10n and
* related helper functions.
*
* @sa http://trac.wildfiregames.com/wiki/Internationalization_and_Localization
*/
namespace JSI_L10n
{
/**
* Registers the functions of the JavaScript interface for
* internationalization and localization into the specified JavaScript
* context.
*
* @param ScriptInterface JavaScript context where RegisterScriptFunctions()
* registers the functions.
*
* @sa GuiScriptingInit()
*/
void RegisterScriptFunctions(const ScriptInterface& ScriptInterface);
/**
* Returns the translation of the specified string to the
* @link L10n::GetCurrentLocale() current locale@endlink.
*
* This is a JavaScript interface to L10n::Translate().
*
* @param pCxPrivate JavaScript context.
* @param sourceString String to translate to the current locale.
* @return Translation of @p sourceString to the current locale, or
* @p sourceString if there is no translation available.
*/
std::wstring Translate(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& sourceString);
/**
* Returns the translation of the specified string to the
* @link L10n::GetCurrentLocale() current locale@endlink in the specified
* context.
*
* This is a JavaScript interface to L10n::TranslateWithContext().
*
* @param pCxPrivate JavaScript context.
* @param context Context where the string is used. See
* http://www.gnu.org/software/gettext/manual/html_node/Contexts.html
* @param sourceString String to translate to the current locale.
* @return Translation of @p sourceString to the current locale in the
* specified @p context, or @p sourceString if there is no
* translation available.
*/
std::wstring TranslateWithContext(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& context, const std::wstring& sourceString);
/**
* Returns the translation of the specified string to the
* @link L10n::GetCurrentLocale() current locale@endlink based on the
* specified number.
*
* This is a JavaScript interface to L10n::TranslatePlural().
*
* @param pCxPrivate JavaScript context.
* @param singularSourceString String to translate to the current locale,
* in English’ singular form.
* @param pluralSourceString String to translate to the current locale, in
* English’ plural form.
* @param number Number that determines the required form of the translation
* (or the English string if no translation is available).
* @return Translation of the source string to the current locale for the
* specified @p number, or either @p singularSourceString (if
* @p number is 1) or @p pluralSourceString (if @p number is not 1)
* if there is no translation available.
*/
std::wstring TranslatePlural(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& singularSourceString, const std::wstring& pluralSourceString, int number);
/**
* Returns the translation of the specified string to the
* @link L10n::GetCurrentLocale() current locale@endlink in the specified
* context, based on the specified number.
*
* This is a JavaScript interface to L10n::TranslatePluralWithContext().
*
* @param pCxPrivate JavaScript context.
* @param context Context where the string is used. See
* http://www.gnu.org/software/gettext/manual/html_node/Contexts.html
* @param singularSourceString String to translate to the current locale,
* in English’ singular form.
* @param pluralSourceString String to translate to the current locale, in
* English’ plural form.
* @param number Number that determines the required form of the translation
* (or the English string if no translation is available). *
* @return Translation of the source string to the current locale in the
* specified @p context and for the specified @p number, or either
* @p singularSourceString (if @p number is 1) or
* @p pluralSourceString (if @p number is not 1) if there is no
* translation available.
*/
std::wstring TranslatePluralWithContext(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& context, const std::wstring& singularSourceString, const std::wstring& pluralSourceString, int number);
/**
* Translates a text line by line to the
* @link L10n::GetCurrentLocale() current locale@endlink.
*
* TranslateLines() is helpful when you need to translate a plain text file
* after you load it.
*
* This is a JavaScript interface to L10n::TranslateLines().
*
* @param pCxPrivate JavaScript context.
* @param sourceString Text to translate to the current locale.
* @return Line by line translation of @p sourceString to the current
* locale. Some of the lines in the returned text may be in English
* because there was not translation available for them.
*/
std::wstring TranslateLines(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& sourceString);
/**
* Translate each of the strings of a JavaScript array to the
* @link L10n::GetCurrentLocale() current locale@endlink.
*
* This is a helper function that loops through the items of the input array
* and calls L10n::Translate() on each of them.
*
* @param pCxPrivate JavaScript context.
* @param sourceArray JavaScript array of strings to translate to the
* current locale.
* @return Item by item translation of @p sourceArray to the current locale.
* Some of the items in the returned array may be in English because
* there was not translation available for them.
*/
std::vector<std::wstring> TranslateArray(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::vector<std::wstring>& sourceArray);
/**
* Returns the specified date converted to the local timezone using the specified date format.
*
* This is a JavaScript interface to
* L10n::FormatMillisecondsIntoDateString().
*
* @param pCxPrivate JavaScript context.
* @param milliseconds Date specified as a UNIX timestamp in milliseconds
* (not seconds). If you have a JavaScript @c ​Date object, you can
* use @c ​Date.getTime() to obtain the UNIX time in milliseconds.
* @param formatString Date format string defined using ICU date formatting
* symbols. Usually, you internationalize the format string and
* get it translated before you pass it to
* FormatMillisecondsIntoDateString().
* @return String containing the specified date with the specified date
* format.
*
* @sa http://en.wikipedia.org/wiki/Unix_time
* @sa https://sites.google.com/site/icuprojectuserguide/formatparse/datetime?pli=1#TOC-Date-Field-Symbol-Table
*/
std::wstring FormatMillisecondsIntoDateStringLocal(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), UDate milliseconds, const std::wstring& formatString);
/**
* Returns the specified date in GMT using the specified date format.
*
* This is a JavaScript interface to
* L10n::FormatMillisecondsIntoDateString().
*
* @param pCxPrivate JavaScript context.
* @param milliseconds Date specified as a UNIX timestamp in milliseconds
* (not seconds). If you have a JavaScript @c ​Date object, you can
* use @c ​Date.getTime() to obtain the UNIX time in milliseconds.
* @param formatString Date format string defined using ICU date formatting
* symbols. Usually, you internationalize the format string and
* get it translated before you pass it to
* FormatMillisecondsIntoDateString().
* @return String containing the specified date with the specified date
* format.
*
* @sa http://en.wikipedia.org/wiki/Unix_time
* @sa https://sites.google.com/site/icuprojectuserguide/formatparse/datetime?pli=1#TOC-Date-Field-Symbol-Table
*/
std::wstring FormatMillisecondsIntoDateStringGMT(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), UDate milliseconds, const std::wstring& formatString);
/**
* Returns the specified floating-point number as a string, with the number
* formatted as a decimal number using the
* @link L10n::GetCurrentLocale() current locale@endlink.
*
* This is a JavaScript interface to L10n::FormatDecimalNumberIntoString().
*
* @param pCxPrivate JavaScript context.
* @param number Number to format.
* @return Decimal number formatted using the current locale.
*/
std::wstring FormatDecimalNumberIntoString(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), double number);
/**
* Returns an array of supported locale codes sorted alphabetically.
*
* A locale code is a string such as "de" or "pt_BR".
*
* If yours is a development copy (the ‘config/dev.cfg’ file is found in the
* virtual filesystem), the output array may include the special “long”
* locale code.
*
* This is a JavaScript interface to L10n::GetSupportedLocaleBaseNames().
*
* @param pCxPrivate JavaScript context.
* @return Array of supported locale codes.
*
* @sa GetSupportedLocaleDisplayNames()
* @sa GetAllLocales()
* @sa GetCurrentLocale()
*
* @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale
*/
std::vector<std::string> GetSupportedLocaleBaseNames(ScriptInterface::CxPrivate* UNUSED(pCxPrivate));
/**
* Returns an array of supported locale names sorted alphabetically by
* locale code.
*
* A locale code is a string such as "de" or "pt_BR".
*
* If yours is a development copy (the ‘config/dev.cfg’ file is found in the
* virtual filesystem), the output array may include the special “Long
* Strings” locale name.
*
* This is a JavaScript interface to L10n::GetSupportedLocaleDisplayNames().
*
* @param pCxPrivate JavaScript context.
* @return Array of supported locale codes.
*
* @sa GetSupportedLocaleBaseNames()
*
* @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale
*/
std::vector<std::wstring> GetSupportedLocaleDisplayNames(ScriptInterface::CxPrivate* UNUSED(pCxPrivate));
/**
* Returns the code of the current locale.
*
* A locale code is a string such as "de" or "pt_BR".
*
* This is a JavaScript interface to L10n::GetCurrentLocaleString().
*
* @param pCxPrivate JavaScript context.
*
* @sa GetSupportedLocaleBaseNames()
* @sa GetAllLocales()
* @sa ReevaluateCurrentLocaleAndReload()
*/
std::string GetCurrentLocale(ScriptInterface::CxPrivate* UNUSED(pCxPrivate));
/**
* Returns an array of locale codes supported by ICU.
*
* A locale code is a string such as "de" or "pt_BR".
*
* This is a JavaScript interface to L10n::GetAllLocales().
*
* @param pCxPrivate JavaScript context.
* @return Array of supported locale codes.
*
* @sa GetSupportedLocaleBaseNames()
* @sa GetCurrentLocale()
*
* @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#a073d70df8c9c8d119c0d42d70de24137
*/
std::vector<std::string> GetAllLocales(ScriptInterface::CxPrivate* UNUSED(pCxPrivate));
/**
* Returns the code of the recommended locale for the current user that the
* game supports.
*
* “That the game supports” means both that a translation file is available
* for that locale and that the locale code is either supported by ICU or
* the special “long” locale code.
*
* The mechanism to select a recommended locale follows this logic:
* 1. First see if the game supports the specified locale,\n
* @p configLocale.
* 2. Otherwise, check the system locale and see if the game supports\n
* that locale.
* 3. Else, return the default locale, ‘en_US’.
*
* This is a JavaScript interface to L10n::GetDictionaryLocale(std::string).
*
* @param pCxPrivate JavaScript context.
* @param configLocale Locale to check for support first. Pass an empty
* string to check the system locale directly.
* @return Code of a locale that the game supports.
*
* @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale
*/
std::string GetDictionaryLocale(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& configLocale);
/**
* Returns an array of paths to files in the virtual filesystem that provide
* translations for the specified locale code.
*
* This is a JavaScript interface to L10n::GetDictionariesForLocale().
*
* @param pCxPrivate JavaScript context.
* @param locale Locale code.
* @return Array of paths to files in the virtual filesystem that provide
* translations for @p locale.
*/
std::vector<std::wstring> GetDictionariesForLocale(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
/**
* Returns the ISO-639 language code of the specified locale code.
*
* For example, if you specify the ‘en_US’ locate, it returns ‘en’.
*
* This is a JavaScript interface to L10n::GetLocaleLanguage().
*
* @param pCxPrivate JavaScript context.
* @param locale Locale code.
* @return Language code.
*
* @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#af36d821adced72a870d921ebadd0ca93
*/
std::string GetLocaleLanguage(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
/**
* Returns the programmatic code of the entire locale without keywords.
*
* This is a JavaScript interface to L10n::GetLocaleBaseName().
*
* @param pCxPrivate JavaScript context.
* @param locale Locale code.
* @return Locale code without keywords.
*
* @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#a4c1acbbdf95dc15599db5f322fa4c4d0
*/
std::string GetLocaleBaseName(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
/**
* Returns the ISO-3166 country code of the specified locale code.
*
* For example, if you specify the ‘en_US’ locate, it returns ‘US’.
*
* This is a JavaScript interface to L10n::GetLocaleCountry().
*
* @param pCxPrivate JavaScript context.
* @param locale Locale code.
* @return Country code.
*
* @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#ae3f1fc415c00d4f0ab33288ceadccbf9
*/
std::string GetLocaleCountry(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
/**
* Returns the ISO-15924 abbreviation script code of the specified locale code.
*
* This is a JavaScript interface to L10n::GetLocaleScript().
*
* @param pCxPrivate JavaScript context.
* @param locale Locale code.
* @return Script code.
*
* @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#a5e0145a339d30794178a1412dcc55abe
*/
std::string GetLocaleScript(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
std::wstring GetFallbackToAvailableDictLocale(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
/**
* Returns @c true if the current locale is the special “Long Strings”
* locale. It returns @c false otherwise.
*
* This is a JavaScript interface to L10n::UseLongStrings().
*
* @param pCxPrivate JavaScript context. *
* @return Whether the current locale is the special “Long Strings”
* (@c true) or not (@c false).
*/
bool UseLongStrings(ScriptInterface::CxPrivate* UNUSED(pCxPrivate));
/**
* Returns @c true if the locale is supported by both ICU and the game. It
* returns @c false otherwise.
*
* It returns @c true if both of these conditions are true:
* 1. ICU has resources for that locale (which also ensures it’s a valid\n
* locale string).
* 2. Either a dictionary for language_country or for language is\n
* available.
*
* This is a JavaScript interface to L10n::ValidateLocale(const std::string&).
*
* @param pCxPrivate JavaScript context.
* @param locale Locale to check.
* @return Whether @p locale is supported by both ICU and the game (@c true)
* or not (@c false).
*/
bool ValidateLocale(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
/**
* Saves the specified locale in the game configuration file.
*
* The next time that the game starts, the game uses the locale in the
* configuration file if there are translation files available for it.
*
* SaveLocale() checks the validity of the specified locale with
* ValidateLocale(). If the specified locale is not valid, SaveLocale()
* returns @c false and does not save the locale to the configuration file.
*
* This is a JavaScript interface to L10n::SaveLocale().
*
* @param pCxPrivate JavaScript context.
* @param locale Locale to save to the configuration file.
* @return Whether the specified locale is valid (@c true) or not
* (@c false).
*/
bool SaveLocale(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& locale);
/**
* Determines the best, supported locale for the current user, makes it the
* current game locale and reloads the translations dictionary with
* translations for that locale.
*
* To determine the best locale, ReevaluateCurrentLocaleAndReload():
* 1. Checks the user game configuration.
* 2. If the locale is not defined there, it checks the system locale.
* 3. If none of those locales are supported by the game, the default\n
* locale, ‘en_US’, is used.
*
* This is a JavaScript interface to L10n::ReevaluateCurrentLocaleAndReload().
*
* @param pCxPrivate JavaScript context.
*
* @sa GetCurrentLocale()
*/
void ReevaluateCurrentLocaleAndReload(ScriptInterface::CxPrivate* UNUSED(pCxPrivate));
}
#endif