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-rw-r--r--Game/Code/Classes/ULanguage.pas222
1 files changed, 222 insertions, 0 deletions
diff --git a/Game/Code/Classes/ULanguage.pas b/Game/Code/Classes/ULanguage.pas
new file mode 100644
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+++ b/Game/Code/Classes/ULanguage.pas
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+unit ULanguage;
+
+interface
+
+type
+ TLanguageEntry = record
+ ID: string;
+ Text: string;
+ end;
+
+ TLanguageList = record
+ Name: string;
+ {FileName: string; }
+ end;
+
+ TLanguage = class
+ private
+ 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 UPliki, UIni, IniFiles, Classes, SysUtils, Windows, 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 Files');
+
+ //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);
+ 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;
+
+ //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
+ if Text = Result then
+ begin
+ for E := low(SEntry) to high(SEntry) do
+ if Text = SEntry[E].ID then
+ begin
+ Result := SEntry[E].Text;
+ exit;
+ end;
+ 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.