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Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/ULanguage.pas | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/Game/Code/Classes/ULanguage.pas b/Game/Code/Classes/ULanguage.pas new file mode 100644 index 00000000..dc07c298 --- /dev/null +++ b/Game/Code/Classes/ULanguage.pas @@ -0,0 +1,238 @@ +unit ULanguage; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +type + TLanguageEntry = record + ID: string; + Text: string; + end; + + TLanguageList = record + Name: string; + {FileName: string; } + end; + + TLanguage = class + public + Entry: array of TLanguageEntry; //Entrys of Chosen Language + SEntry: array of TLanguageEntry; //Entrys of Standard Language + CEntry: array of TLanguageEntry; //Constant Entrys e.g. Version + Implode_Glue1, Implode_Glue2: String; + public + List: array of TLanguageList; + + constructor Create; + procedure LoadList; + function Translate(Text: String): String; + procedure ChangeLanguage(Language: String); + procedure AddConst(ID, Text: String); + procedure ChangeConst(ID, Text: String); + function Implode(Pieces: Array of String): String; + end; + +var + Language: TLanguage; + +implementation + +uses UMain, + // UFiles, + UIni, + IniFiles, + Classes, + SysUtils, + {$IFDEF win32} + windows, + {$ENDIF} + ULog; + +//---------- +//Create - Construct Class then LoadList + Standard Language + Set Standard Implode Glues +//---------- +constructor TLanguage.Create; +var + I, J: Integer; +begin + 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 := low(Entry) 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; + +//---------- +//LoadList - 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; + +//---------- +//ChangeLanguage - Load the specified LanguageFile +//---------- +procedure TLanguage.ChangeLanguage(Language: String); +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; + +//---------- +//Translate - Translate the Text +//---------- +Function TLanguage.Translate(Text: String): String; +var + E: integer; // entry +begin + Result := Text; + Text := Uppercase(Result); + + //Const Mod + for E := 0 to high(CEntry) do + if Text = CEntry[E].ID then + begin + Result := CEntry[E].Text; + exit; + end; + //Const Mod End + + for E := 0 to high(Entry) do + if Text = Entry[E].ID then + begin + Result := Entry[E].Text; + exit; + end; + + //Standard Language (If a Language File is Incomplete) + //Then use Standard Language + for E := low(SEntry) to high(SEntry) do + if Text = SEntry[E].ID then + begin + Result := SEntry[E].Text; + Break; + end; + //Standard Language END +end; + +//---------- +//AddConst - Add a Constant ID that will be Translated but not Loaded from the LanguageFile +//---------- +procedure TLanguage.AddConst (ID, Text: String); +begin + SetLength (CEntry, Length(CEntry) + 1); + CEntry[high(CEntry)].ID := ID; + CEntry[high(CEntry)].Text := Text; +end; + +//---------- +//ChangeConst - Change a Constant Value by ID +//---------- +procedure TLanguage.ChangeConst(ID, Text: String); +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; + +//---------- +//Implode - Connect an Array of Strings with ' and ' or ', ' to one String +//---------- +function TLanguage.Implode(Pieces: Array of String): String; +var + I: Integer; +begin + Result := ''; + //Go through Pieces + for I := low(Pieces) 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. |