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1aa391fdf8
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
144 lines
4.5 KiB
C++
144 lines
4.5 KiB
C++
/*
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* languages.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "languages.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/texts/Languages.h"
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#include "../lib/texts/CGeneralTextHandler.h"
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#include <QComboBox>
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#include <QListWidget>
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// list of language names, for generation of translations. Do not use directly, use Languages namespace instead
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static const std::array<std::string, 17> languageTranslatedNamesGenerator = {
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{
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QT_TRANSLATE_NOOP("Language", "Czech"),
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QT_TRANSLATE_NOOP("Language", "Chinese"),
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QT_TRANSLATE_NOOP("Language", "English"),
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QT_TRANSLATE_NOOP("Language", "Finnish"),
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QT_TRANSLATE_NOOP("Language", "French"),
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QT_TRANSLATE_NOOP("Language", "German"),
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QT_TRANSLATE_NOOP("Language", "Hungarian"),
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QT_TRANSLATE_NOOP("Language", "Italian"),
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QT_TRANSLATE_NOOP("Language", "Korean"),
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QT_TRANSLATE_NOOP("Language", "Polish"),
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QT_TRANSLATE_NOOP("Language", "Portuguese"),
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QT_TRANSLATE_NOOP("Language", "Russian"),
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QT_TRANSLATE_NOOP("Language", "Spanish"),
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QT_TRANSLATE_NOOP("Language", "Swedish"),
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QT_TRANSLATE_NOOP("Language", "Turkish"),
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QT_TRANSLATE_NOOP("Language", "Ukrainian"),
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QT_TRANSLATE_NOOP("Language", "Vietnamese"),
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}
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};
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static_assert(languageTranslatedNamesGenerator.size() == static_cast<size_t>(Languages::ELanguages::COUNT), "Languages array is missing a value!");
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QString Languages::getHeroesDataLanguage()
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{
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CGeneralTextHandler::detectInstallParameters();
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QString language = QString::fromStdString(settings["session"]["language"].String());
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double deviation = settings["session"]["languageDeviation"].Float();
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if(deviation > 0.1)
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return QString();
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return language;
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}
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QString generateAutodetectedLanguageName(QString const & language)
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{
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std::string languageNameEnglish = Languages::getLanguageOptions(language.toStdString()).nameEnglish;
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QString languageName = QApplication::translate( "Language", languageNameEnglish.c_str());
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QString itemName = QApplication::translate("Language", "Auto (%1)").arg(languageName);
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return itemName;
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}
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QString Languages::generateLanguageName(const Languages::Options & language)
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{
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std::string activeLanguage = settings["general"]["language"].String();
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QString localizedName = QApplication::translate("Language", language.nameEnglish.c_str());
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QString nativeName = language.nameNative.c_str();
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if(activeLanguage == language.identifier)
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return nativeName;
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QString displayName = QString("%1 (%2)").arg(localizedName, nativeName);
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return displayName;
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}
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void Languages::fillLanguages(QComboBox * widget, bool includeAll)
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{
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QSignalBlocker guard(widget); // we do not want calls caused by initialization
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widget->clear();
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std::string activeLanguage = includeAll ?
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settings["general"]["gameDataLanguage"].String():
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settings["general"]["language"].String();
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if (includeAll)
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{
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QString language = getHeroesDataLanguage();
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if (!language.isEmpty())
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widget->addItem(generateAutodetectedLanguageName(language), QString("auto"));
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if (activeLanguage == "auto")
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widget->setCurrentIndex(0);
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}
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for(const auto & language : Languages::getLanguageList())
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{
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QString displayName = generateLanguageName(language);
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QVariant userData = QString::fromStdString(language.identifier);
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widget->addItem(displayName, userData);
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if(activeLanguage == language.identifier)
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widget->setCurrentIndex(widget->count() - 1);
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}
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}
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void Languages::fillLanguages(QListWidget * widget, bool includeAll)
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{
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QSignalBlocker guard(widget); // we do not want calls caused by initialization
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widget->clear();
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std::string activeLanguage = includeAll ?
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settings["general"]["gameDataLanguage"].String():
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settings["general"]["language"].String();
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if (includeAll)
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{
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QString language = getHeroesDataLanguage();
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if (!language.isEmpty())
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{
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widget->addItem(generateAutodetectedLanguageName(language));
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widget->item(widget->count() - 1)->setData(Qt::UserRole, QString("auto"));
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if (activeLanguage == "auto")
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widget->setCurrentRow(0);
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}
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}
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for(const auto & language : Languages::getLanguageList())
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{
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QString displayName = generateLanguageName(language);
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QVariant userData = QString::fromStdString(language.identifier);
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widget->addItem(displayName);
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widget->item(widget->count() - 1)->setData(Qt::UserRole, userData);
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if(activeLanguage == language.identifier)
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widget->setCurrentRow(widget->count() - 1);
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}
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}
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