{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit ULanguage;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
type
TLanguageEntry = record
ID: AnsiString; //**< identifier (ASCII)
Text: UTF8String; //**< translation (UTF-8)
end;
TLanguageList = record
Name: AnsiString; //**< language name (ASCII)
end;
TLanguageEntryArray = array of TLanguageEntry;
TLanguage = class
private
List: array of TLanguageList;
Entry: TLanguageEntryArray; //**< Entrys of Chosen Language
SEntry: TLanguageEntryArray; //**< Entrys of Standard Language
CEntry: TLanguageEntryArray; //**< Constant Entrys e.g. Version
Implode_Glue1, Implode_Glue2: UTF8String;
procedure LoadList;
function FindID(const ID: AnsiString; const EntryList: TLanguageEntryArray): integer;
public
constructor Create;
function Translate(const Text: UTF8String): UTF8String;
procedure ChangeLanguage(const Language: AnsiString);
procedure AddConst(const ID: AnsiString; const Text: UTF8String);
procedure ChangeConst(const ID: AnsiString; const Text: UTF8String);
function Implode(const Pieces: array of UTF8String): UTF8String;
end;
var
Language: TLanguage;
implementation
uses
UMain,
UIni,
IniFiles,
Classes,
SysUtils,
ULog;
{**
* LoadList, set default language, set standard implode glues
*}
constructor TLanguage.Create;
var
I, J: Integer;
begin
inherited;
LoadList;
//Set Implode Glues for Backward Compatibility
Implode_Glue1 := ', ';
Implode_Glue2 := ' and ';
if (Length(List) = 0) then //No Language Files Loaded -> Abort Loading
Log.CriticalError('Could not load any Language File');
//Standard Language (If a Language File is Incomplete)
//Then use English Language
for I := 0 to high(List) do //Search for English Language
begin
//English Language Found -> Load
if Uppercase(List[I].Name) = 'ENGLISH' then
begin
ChangeLanguage('English');
SetLength(SEntry, Length(Entry));
for J := 0 to high(Entry) do
SEntry[J] := Entry[J];
SetLength(Entry, 0);
Break;
end;
if (I = high(List)) then
Log.LogError('English Languagefile missing! No standard Translation loaded');
end;
//Standard Language END
end;
{**
* Parse the Language Dir searching Translations
*}
procedure TLanguage.LoadList;
var
SR: TSearchRec; // for parsing directory
begin
SetLength(List, 0);
SetLength(ILanguage, 0);
if FindFirst(LanguagesPath + '*.ini', 0, SR) = 0 then
begin
repeat
SetLength(List, Length(List)+1);
SetLength(ILanguage, Length(ILanguage)+1);
SR.Name := ChangeFileExt(SR.Name, '');
List[High(List)].Name := SR.Name;
ILanguage[High(ILanguage)] := SR.Name;
until (FindNext(SR) <> 0);
SysUtils.FindClose(SR);
end; // if FindFirst
end;
{**
* Load the specified LanguageFile
*}
procedure TLanguage.ChangeLanguage(const Language: AnsiString);
var
IniFile: TIniFile;
E: integer; // entry
S: TStringList;
begin
SetLength(Entry, 0);
IniFile := TIniFile.Create(LanguagesPath + Language + '.ini');
S := TStringList.Create;
IniFile.ReadSectionValues('Text', S);
SetLength(Entry, S.Count);
for E := 0 to high(Entry) do
begin
if S.Names[E] = 'IMPLODE_GLUE1' then
Implode_Glue1 := S.ValueFromIndex[E]+ ' '
else if S.Names[E] = 'IMPLODE_GLUE2' then
Implode_Glue2 := ' ' + S.ValueFromIndex[E] + ' ';
Entry[E].ID := S.Names[E];
Entry[E].Text := S.ValueFromIndex[E];
end;
S.Free;
IniFile.Free;
end;
{**
* Find the index of ID an array of language entries.
* @returns the index on success, -1 otherwise.
*}
function TLanguage.FindID(const ID: AnsiString; const EntryList: TLanguageEntryArray): integer;
var
Index: integer;
begin
for Index := 0 to High(EntryList) do
begin
if ID = EntryList[Index].ID then
begin
Result := Index;
Exit;
end;
end;
Result := -1;
end;
{**
* Translate the Text.
* If Text is an ID, text will be translated according to the current language
* setting. If Text is not a known ID, it will be returned as is.
* @param Text either an ID or an UTF-8 encoded string
*}
function TLanguage.Translate(const Text: UTF8String): UTF8String;
var
E: integer; // entry
ID: AnsiString;
EntryIndex: integer;
begin
// fallback result in case Text is not a known ID
Result := Text;
// normalize ID case
ID := UpperCase(Text);
// Check if ID exists
//Const Mod
EntryIndex := FindID(ID, CEntry);
if (EntryIndex >= 0) then
begin
Result := CEntry[EntryIndex].Text;
Exit;
end;
EntryIndex := FindID(ID, Entry);
if (EntryIndex >= 0) then
begin
Result := Entry[EntryIndex].Text;
Exit;
end;
//Standard Language (If a Language File is Incomplete)
//Then use Standard Language
EntryIndex := FindID(ID, SEntry);
if (EntryIndex >= 0) then
begin
Result := SEntry[EntryIndex].Text;
Exit;
end;
end;
{**
* Add a Constant ID that will be Translated but not Loaded from the LanguageFile
*}
procedure TLanguage.AddConst(const ID: AnsiString; const Text: UTF8String);
begin
SetLength (CEntry, Length(CEntry) + 1);
CEntry[high(CEntry)].ID := ID;
CEntry[high(CEntry)].Text := Text;
end;
{**
* Change a Constant Value by ID
*}
procedure TLanguage.ChangeConst(const ID: AnsiString; const Text: UTF8String);
var
I: Integer;
begin
for I := 0 to high(CEntry) do
begin
if CEntry[I].ID = ID then
begin
CEntry[I].Text := Text;
Break;
end;
end;
end;
{**
* Connect an array of strings with ' and ' or ', ' to one string
*}
function TLanguage.Implode(const Pieces: array of UTF8String): UTF8String;
var
I: Integer;
begin
Result := '';
//Go through Pieces
for I := 0 to high(Pieces) do
begin
//Add Value
Result := Result + Pieces[I];
//Add Glue
if (I < high(Pieces) - 1) then
Result := Result + Implode_Glue1
else if (I < high(Pieces)) then
Result := Result + Implode_Glue2;
end;
end;
end.