/* Copyright (C) 2019 Wildfire Games. * * 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 INCLUDED_L10N #define INCLUDED_L10N #include #include #include "lib/code_annotation.h" #include "lib/external_libraries/icu.h" #include "lib/external_libraries/tinygettext.h" #include "lib/file/vfs/vfs_path.h" #include "ps/Singleton.h" #define g_L10n L10n::GetSingleton() /** * %Singleton for internationalization and localization. * * @sa http://trac.wildfiregames.com/wiki/Internationalization_and_Localization */ class L10n : public Singleton { public: /** * Creates an instance of L10n. * * L10n is a singleton. Use Instance() instead of creating you own instances * of L10n. */ L10n(); /** * Handles the descruction of L10n. * * Never destroy the L10n singleton manually. It must run as long as the * game runs, and it is destroyed automatically when you quit the game. */ ~L10n(); /** * Types of dates. * * @sa LocalizeDateTime() */ enum DateTimeType { DateTime, ///< Both date and time. Date, ///< Only date. Time ///< Only time. }; /** * Returns the current locale. * * @sa GetCurrentLocaleString() * @sa GetSupportedLocaleBaseNames() * @sa GetAllLocales() * @sa ReevaluateCurrentLocaleAndReload() */ icu::Locale GetCurrentLocale() const; /** * Returns the code of the current locale. * * A locale code is a string such as "de" or "pt_BR". * * @sa GetCurrentLocale() * @sa GetSupportedLocaleBaseNames() * @sa GetAllLocales() * @sa ReevaluateCurrentLocaleAndReload() */ std::string GetCurrentLocaleString() const; /** * Returns a vector of locale codes supported by ICU. * * A locale code is a string such as "de" or "pt_BR". * * @return Vector of supported locale codes. * * @sa GetSupportedLocaleBaseNames() * @sa GetCurrentLocale() * * @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#a073d70df8c9c8d119c0d42d70de24137 */ std::vector GetAllLocales() const; /** * 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. * * @param localeCode Locale to save to the configuration file. * @return Whether the specified locale is valid (@c true) or not * (@c false). */ bool SaveLocale(const std::string& localeCode) const; ///@overload SaveLocale bool SaveLocale(const icu::Locale& locale) const; /** * 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. * * @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 GetSupportedLocaleBaseNames() const; /** * 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. * * @return Array of supported locale codes. * * @sa GetSupportedLocaleBaseNames() * * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ std::vector GetSupportedLocaleDisplayNames() const; /** * Returns the ISO-639 language code of the specified locale code. * * For example, if you specify the ‘en_US’ locate, it returns ‘en’. * * @param locale Locale code. * @return Language code. * * @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#af36d821adced72a870d921ebadd0ca93 */ std::string GetLocaleLanguage(const std::string& locale) const; /** * Returns the programmatic code of the entire locale without keywords. * * @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(const std::string& locale) const; /** * Returns the ISO-3166 country code of the specified locale code. * * For example, if you specify the ‘en_US’ locate, it returns ‘US’. * * @param locale Locale code. * @return Country code. * * @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#ae3f1fc415c00d4f0ab33288ceadccbf9 */ std::string GetLocaleCountry(const std::string& locale) const; /** * Returns the ISO-15924 abbreviation script code of the specified locale code. * * @param locale Locale code. * @return Script code. * * @sa http://www.icu-project.org/apiref/icu4c/classicu_1_1Locale.html#a5e0145a339d30794178a1412dcc55abe */ std::string GetLocaleScript(const std::string& locale) const; /** * Returns @c true if the current locale is the special “Long Strings” * locale. It returns @c false otherwise. * * @return Whether the current locale is the special “Long Strings” * (@c true) or not (@c false). */ bool UseLongStrings() const; /** * Returns an array of paths to files in the virtual filesystem that provide * translations for the specified locale code. * * @param locale Locale code. * @return Array of paths to files in the virtual filesystem that provide * translations for @p locale. */ std::vector GetDictionariesForLocale(const std::string& locale) const; std::wstring GetFallbackToAvailableDictLocale(const icu::Locale& locale) const; std::wstring GetFallbackToAvailableDictLocale(const std::string& locale) const; /** * 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’. * * @param configLocaleString 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(const std::string& configLocaleString) const; /** * Saves an instance of the recommended locale for the current user that the * game supports in the specified variable. * * “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’. * * @param configLocaleString Locale to check for support first. Pass an * empty string to check the system locale directly. * @param outLocale The recommended locale. * * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ void GetDictionaryLocale(const std::string& configLocaleString, icu::Locale& outLocale) const; /** * 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. * * @sa GetCurrentLocale() */ void ReevaluateCurrentLocaleAndReload(); /** * 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. * * @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(const icu::Locale& locale) const; ///@overload ValidateLocale bool ValidateLocale(const std::string& localeCode) const; /** * Returns the translation of the specified string to the * @link L10n::GetCurrentLocale() current locale@endlink. * * @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::string Translate(const std::string& sourceString) const; /** * Returns the translation of the specified string to the * @link L10n::GetCurrentLocale() current locale@endlink in the specified * 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::string TranslateWithContext(const std::string& context, const std::string& sourceString) const; /** * Returns the translation of the specified string to the * @link L10n::GetCurrentLocale() current locale@endlink based on the * specified number. * * @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::string TranslatePlural(const std::string& singularSourceString, const std::string& pluralSourceString, int number) const; /** * Returns the translation of the specified string to the * @link L10n::GetCurrentLocale() current locale@endlink in the specified * context, based on the specified number. * * @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::string TranslatePluralWithContext(const std::string& context, const std::string& singularSourceString, const std::string& pluralSourceString, int number) const; /** * 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. * * @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::string TranslateLines(const std::string& sourceString) const; /** * Parses the date in the input string using the specified date format, and * returns the parsed date as a UNIX timestamp in milliseconds (not * seconds). * * @param dateTimeString String containing the date to parse. * @param dateTimeFormat Date format string to parse the input date, defined * using ICU date formatting symbols. * @param locale Locale to use when parsing the input date. * @return Specified date as a UNIX timestamp in milliseconds (not seconds). * * @sa GetCurrentLocale() * * @sa http://en.wikipedia.org/wiki/Unix_time * @sa https://sites.google.com/site/icuprojectuserguide/formatparse/datetime?pli=1#TOC-Date-Field-Symbol-Table */ UDate ParseDateTime(const std::string& dateTimeString, const std::string& dateTimeFormat, const icu::Locale& locale) const; /** * Returns the specified date using the specified date format. * * @param dateTime Date specified as a UNIX timestamp in milliseconds * (not seconds). * @param type Whether the formatted date must show both the date and the * time, only the date or only the time. * @param style ICU style for the formatted date. * @return String containing the specified date with the specified date * format. * * @sa http://en.wikipedia.org/wiki/Unix_time * @sa http://icu-project.org/apiref/icu4c521/classicu_1_1DateFormat.html */ std::string LocalizeDateTime(const UDate dateTime, const DateTimeType& type, const icu::DateFormat::EStyle& style) const; /** * Returns the specified date using the specified date format. * * @param milliseconds Date specified as a UNIX timestamp in milliseconds * (not seconds). * @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(). * @param useLocalTimezone Boolean useful for durations * @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::string FormatMillisecondsIntoDateString(const UDate milliseconds, const std::string& formatString, bool useLocalTimezone) const; /** * 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. * * @param number Number to format. * @return Decimal number formatted using the current locale. */ std::string FormatDecimalNumberIntoString(double number) const; /** * Returns the localized version of the specified path if there is one for * the @link L10n::GetCurrentLocale() current locale@endlink. * * If there is no localized version of the specified path, it returns the * specified path. * * For example, if the code of the current locale is ‘de_DE’, LocalizePath() * splits the input path into folder path and file name, and checks whether * the ‘/l10n/de/’ file exists. If it does, it returns that * path. Otherwise, it returns the input path, verbatim. * * This function is used for file localization (for example, image * localization). * * @param sourcePath %Path to localize. * @return Localized path if it exists, @c sourcePath otherwise. * * @sa http://trac.wildfiregames.com/wiki/Localization#LocalizingImages */ VfsPath LocalizePath(const VfsPath& sourcePath) const; /** * Loads @p path into the dictionary if it is a translation file of the * @link L10n::GetCurrentLocale() current locale@endlink. */ Status ReloadChangedFile(const VfsPath& path); private: /** * Dictionary that contains the translations for the * @link L10n::GetCurrentLocale() current locale@endlink and the matching * English strings, including contexts and plural forms. * * @sa LoadDictionaryForCurrentLocale() */ tinygettext::Dictionary* dictionary; /** * Locale that the game is currently using. * * To get the current locale, use its getter: GetCurrentLocale(). You can * also use GetCurrentLocaleString() to get the locale code of the current * locale. * * To change the value of this variable: * 1. Save a new locale to the game configuration file with SaveLocale(). * 2. Reload the translation dictionary with\n * ReevaluateCurrentLocaleAndReload(). */ icu::Locale currentLocale; /** * Vector with the locales that the game supports. * * The list of available locales is calculated when the game starts. Call * LoadListOfAvailableLocales() to refresh the list. * * @sa GetSupportedLocaleBaseNames() * @sa GetSupportedLocaleDisplayNames() */ std::vector availableLocales; /** * Whether the game is using the default game locale (@c true), ‘en_US’, or * not (@c false). * * This variable is used in the L10n implementation for performance reasons. * Many localization steps can be skipped when this variable is @c true. */ bool currentLocaleIsOriginalGameLocale; /** * Whether the game is using the special game locale with the longest * strings of each translation (@c true) or not (@c false). * * @sa http://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#LongStringsLocale */ bool useLongStrings; /** * Loads the translation files for the * @link L10n::GetCurrentLocale() current locale@endlink. * * This method loads every file in the ‘l10n’ folder of the game virtual * filesystem that is prefixed with the code of the current locale followed * by a dot. * * For example, if the code of the current locale code is ‘de’, * LoadDictionaryForCurrentLocale() loads the ‘l10n/de.engine.po’ and * ‘l10n/de.public.po’ translation files. * * @sa dictionary * @sa ReadPoIntoDictionary() */ void LoadDictionaryForCurrentLocale(); /** * Determines the list of locales that the game supports. * * LoadListOfAvailableLocales() checks the locale codes of the translation * files in the ‘l10n’ folder of the virtual filesystem. If it finds a * translation file prefixed with a locale code followed by a dot, it * determines that the game supports that locale. * * @sa availableLocales */ void LoadListOfAvailableLocales(); /** * Loads the specified content of a PO file into the specified dictionary. * * Used by LoadDictionaryForCurrentLocale() to add entries to the game * translations @link dictionary. * * @param poContent Content of a PO file as a string. * @param dictionary Dictionary where the entries from the PO file should be * stored. */ void ReadPoIntoDictionary(const std::string& poContent, tinygettext::Dictionary* dictionary) const; /** * Creates an ICU date formatted with the specified settings. * * @param type Whether formatted dates must show both the date and the time, * only the date or only the time. * @param style ICU style to format dates by default. * @param locale Locale that the date formatter should use to parse strings. * It has no relevance for date formatting, only matters for date * parsing. * @return ICU date formatter. */ icu::DateFormat* CreateDateTimeInstance(const DateTimeType& type, const icu::DateFormat::EStyle& style, const icu::Locale& locale) const; }; #endif // INCLUDED_L10N