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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-11-02 12:51:22 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-11-02 12:51:22 +0000
commit5000060b04bed23cbbd88ba43ed546220c4b7c69 (patch)
tree65698942fe29cfb0f94553ded56b5d9b72f6bf0b /songmanagement/src/base/ULanguage.pas
parent61219d935c43c685506ed71e3e98ad29636e6e46 (diff)
downloadusdx-5000060b04bed23cbbd88ba43ed546220c4b7c69.tar.gz
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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
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+{* 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.