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author | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-11-02 12:51:22 +0000 |
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committer | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-11-02 12:51:22 +0000 |
commit | 5000060b04bed23cbbd88ba43ed546220c4b7c69 (patch) | |
tree | 65698942fe29cfb0f94553ded56b5d9b72f6bf0b /songmanagement/src/base/ULanguage.pas | |
parent | 61219d935c43c685506ed71e3e98ad29636e6e46 (diff) | |
download | usdx-5000060b04bed23cbbd88ba43ed546220c4b7c69.tar.gz usdx-5000060b04bed23cbbd88ba43ed546220c4b7c69.tar.xz usdx-5000060b04bed23cbbd88ba43ed546220c4b7c69.zip |
create experimental songmanagement branch
- nicer abstraction of songs
- split songloading from handling songs
- cleanup singscreen
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2706 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | songmanagement/src/base/ULanguage.pas | 302 |
1 files changed, 302 insertions, 0 deletions
diff --git a/songmanagement/src/base/ULanguage.pas b/songmanagement/src/base/ULanguage.pas new file mode 100644 index 00000000..5f8a2692 --- /dev/null +++ b/songmanagement/src/base/ULanguage.pas @@ -0,0 +1,302 @@ +{* 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} + +uses + UUnicodeUtils; + +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 + EntryDefault: TLanguageEntryArray; //**< Entrys of Standard Language + EntryConst: 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: RawByteString): 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, + UPath, + UFilesystem, + UPathUtils; + +{** + * 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(EntryDefault, Length(Entry)); + for J := 0 to high(Entry) do + EntryDefault[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 + Iter: IFileIterator; + IniInfo: TFileInfo; + LangName: string; +begin + SetLength(List, 0); + SetLength(ILanguage, 0); + + Iter := FileSystem.FileFind(LanguagesPath.Append('*.ini'), 0); + while(Iter.HasNext) do + begin + IniInfo := Iter.Next; + + LangName := IniInfo.Name.SetExtension('').ToUTF8; + + SetLength(List, Length(List)+1); + List[High(List)].Name := LangName; + + SetLength(ILanguage, Length(ILanguage)+1); + ILanguage[High(ILanguage)] := LangName; + end; +end; + +{** + * Load the specified LanguageFile + *} +procedure TLanguage.ChangeLanguage(const Language: AnsiString); +var + IniFile: TUnicodeMemIniFile; + E: integer; // entry + S: TStringList; +begin + SetLength(Entry, 0); + IniFile := TUnicodeMemIniFile.Create(LanguagesPath.Append(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: RawByteString): 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, EntryConst); + if (EntryIndex >= 0) then + begin + Result := EntryConst[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, EntryDefault); + if (EntryIndex >= 0) then + begin + Result := EntryDefault[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 (EntryConst, Length(EntryConst) + 1); + EntryConst[high(EntryConst)].ID := ID; + EntryConst[high(EntryConst)].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(EntryConst) do + begin + if EntryConst[I].ID = ID then + begin + EntryConst[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. |