godot/core/translation.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

119 lines
4.4 KiB
C++

/*************************************************************************/
/* translation.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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;
Translation();
};
class TranslationServer : public Object {
GDCLASS(TranslationServer, Object);
String locale;
String fallback;
Set<Ref<Translation> > translations;
Ref<Translation> tool_translation;
Map<String, String> locale_name_map;
bool enabled;
static TranslationServer *singleton;
bool _load_translations(const String &p_from);
static void _bind_methods();
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;
String get_locale_name(const String &p_locale) const;
void add_translation(const Ref<Translation> &p_translation);
void remove_translation(const Ref<Translation> &p_translation);
StringName translate(const StringName &p_message) const;
static Vector<String> get_all_locales();
static Vector<String> get_all_locale_names();
static bool is_locale_valid(const String &p_locale);
static String standardize_locale(const String &p_locale);
void set_tool_translation(const Ref<Translation> &p_translation);
StringName tool_translate(const StringName &p_message) const;
void setup();
void clear();
void load_translations();
TranslationServer();
};
#endif // TRANSLATION_H