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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}
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,
UPath;
//----------
//Create - Construct Class then LoadList + Standard 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 := 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.
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