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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/launcher/languages.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

144 lines
4.5 KiB
C++

/*
* languages.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "languages.h"
#include "../lib/CConfigHandler.h"
#include "../lib/texts/Languages.h"
#include "../lib/texts/CGeneralTextHandler.h"
#include <QComboBox>
#include <QListWidget>
// list of language names, for generation of translations. Do not use directly, use Languages namespace instead
static const std::array<std::string, 17> languageTranslatedNamesGenerator = {
{
QT_TRANSLATE_NOOP("Language", "Czech"),
QT_TRANSLATE_NOOP("Language", "Chinese"),
QT_TRANSLATE_NOOP("Language", "English"),
QT_TRANSLATE_NOOP("Language", "Finnish"),
QT_TRANSLATE_NOOP("Language", "French"),
QT_TRANSLATE_NOOP("Language", "German"),
QT_TRANSLATE_NOOP("Language", "Hungarian"),
QT_TRANSLATE_NOOP("Language", "Italian"),
QT_TRANSLATE_NOOP("Language", "Korean"),
QT_TRANSLATE_NOOP("Language", "Polish"),
QT_TRANSLATE_NOOP("Language", "Portuguese"),
QT_TRANSLATE_NOOP("Language", "Russian"),
QT_TRANSLATE_NOOP("Language", "Spanish"),
QT_TRANSLATE_NOOP("Language", "Swedish"),
QT_TRANSLATE_NOOP("Language", "Turkish"),
QT_TRANSLATE_NOOP("Language", "Ukrainian"),
QT_TRANSLATE_NOOP("Language", "Vietnamese"),
}
};
static_assert(languageTranslatedNamesGenerator.size() == static_cast<size_t>(Languages::ELanguages::COUNT), "Languages array is missing a value!");
QString Languages::getHeroesDataLanguage()
{
CGeneralTextHandler::detectInstallParameters();
QString language = QString::fromStdString(settings["session"]["language"].String());
double deviation = settings["session"]["languageDeviation"].Float();
if(deviation > 0.1)
return QString();
return language;
}
QString generateAutodetectedLanguageName(QString const & language)
{
std::string languageNameEnglish = Languages::getLanguageOptions(language.toStdString()).nameEnglish;
QString languageName = QApplication::translate( "Language", languageNameEnglish.c_str());
QString itemName = QApplication::translate("Language", "Auto (%1)").arg(languageName);
return itemName;
}
QString Languages::generateLanguageName(const Languages::Options & language)
{
std::string activeLanguage = settings["general"]["language"].String();
QString localizedName = QApplication::translate("Language", language.nameEnglish.c_str());
QString nativeName = language.nameNative.c_str();
if(activeLanguage == language.identifier)
return nativeName;
QString displayName = QString("%1 (%2)").arg(localizedName, nativeName);
return displayName;
}
void Languages::fillLanguages(QComboBox * widget, bool includeAll)
{
QSignalBlocker guard(widget); // we do not want calls caused by initialization
widget->clear();
std::string activeLanguage = includeAll ?
settings["general"]["gameDataLanguage"].String():
settings["general"]["language"].String();
if (includeAll)
{
QString language = getHeroesDataLanguage();
if (!language.isEmpty())
widget->addItem(generateAutodetectedLanguageName(language), QString("auto"));
if (activeLanguage == "auto")
widget->setCurrentIndex(0);
}
for(const auto & language : Languages::getLanguageList())
{
QString displayName = generateLanguageName(language);
QVariant userData = QString::fromStdString(language.identifier);
widget->addItem(displayName, userData);
if(activeLanguage == language.identifier)
widget->setCurrentIndex(widget->count() - 1);
}
}
void Languages::fillLanguages(QListWidget * widget, bool includeAll)
{
QSignalBlocker guard(widget); // we do not want calls caused by initialization
widget->clear();
std::string activeLanguage = includeAll ?
settings["general"]["gameDataLanguage"].String():
settings["general"]["language"].String();
if (includeAll)
{
QString language = getHeroesDataLanguage();
if (!language.isEmpty())
{
widget->addItem(generateAutodetectedLanguageName(language));
widget->item(widget->count() - 1)->setData(Qt::UserRole, QString("auto"));
if (activeLanguage == "auto")
widget->setCurrentRow(0);
}
}
for(const auto & language : Languages::getLanguageList())
{
QString displayName = generateLanguageName(language);
QVariant userData = QString::fromStdString(language.identifier);
widget->addItem(displayName);
widget->item(widget->count() - 1)->setData(Qt::UserRole, userData);
if(activeLanguage == language.identifier)
widget->setCurrentRow(widget->count() - 1);
}
}