tibia-client/modules/client_locales/locales.lua

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Locales = { }
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dofile 'neededtranslations.lua'
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-- private variables
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local defaultLocaleName = 'en'
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local installedLocales
local currentLocale
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local localeComboBox
-- private functions
local function sendLocale(localeName)
local protocolGame = g_game.getProtocolGame()
if protocolGame then
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protocolGame:sendExtendedOpcode(ExtendedLocales, localeName)
return true
end
return false
end
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local function onLocaleComboBoxOptionChange(self, optionText, optionData)
if Locales.setLocale(optionData) then
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g_settings.set('locale', optionData)
sendLocale(currentLocale.name)
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g_modules.reloadModules()
end
end
-- hooked functions
local function onGameStart()
sendLocale(currentLocale.name)
end
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local function onExtendedLocales(protocol, opcode, buffer)
local locale = installedLocales[buffer]
if locale then
localeComboBox:setCurrentOption(locale.languageName)
end
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end
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-- public functions
function Locales.init()
installedLocales = {}
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Locales.installLocales('locales')
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local userLocaleName = g_settings.get('locale', 'false')
if userLocaleName ~= 'false' and Locales.setLocale(userLocaleName) then
pdebug('Using configured locale: ' .. userLocaleName)
else
pdebug('Using default locale: ' .. defaultLocaleName)
Locales.setLocale(defaultLocaleName)
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g_settings.set('locale', defaultLocaleName)
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end
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addEvent( function()
localeComboBox = g_ui.createWidget('ComboBoxRounded', rootWidget:recursiveGetChildById('rightButtonsPanel'))
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localeComboBox:setFixedSize(true)
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for key,value in pairs(installedLocales) do
localeComboBox:addOption(value.languageName, value.name)
end
localeComboBox:setCurrentOption(currentLocale.languageName)
localeComboBox.onOptionChange = onLocaleComboBoxOptionChange
end, false)
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Extended.register(ExtendedLocales, onExtendedLocales)
connect(g_game, { onGameStart = onGameStart })
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end
function Locales.terminate()
installedLocales = nil
currentLocale = nil
if localeComboBox then
localeComboBox:destroy()
localeComboBox = nil
end
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Extended.unregister(ExtendedLocales)
disconnect(g_game, { onGameStart = onGameStart })
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end
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function generateNewTranslationTable(localename)
local locale = installedLocales[localename]
for _i,k in pairs(Locales.neededTranslations) do
local trans = locale.translation[k]
k = k:gsub('\n','\\n')
k = k:gsub('\t','\\t')
k = k:gsub('\"','\\\"')
if trans then
trans = trans:gsub('\n','\\n')
trans = trans:gsub('\t','\\t')
trans = trans:gsub('\"','\\\"')
end
if not trans then
print(' ["' .. k .. '"]' .. ' = false,')
else
print(' ["' .. k .. '"]' .. ' = "' .. trans .. '",')
end
end
end
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function Locales.installLocale(locale)
if not locale or not locale.name then
error('Unable to install locale.')
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end
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if locale.name ~= defaultLocaleName then
for _i,k in pairs(Locales.neededTranslations) do
if locale.translation[k] == nil then
pwarning('Translation for locale \'' .. locale.name .. '\' not found: \"' .. k.. '\"')
end
end
end
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local installedLocale = installedLocales[locale.name]
if installedLocale then
for word,translation in pairs(locale.translation) do
installedLocale.translation[word] = translation
end
else
installedLocales[locale.name] = locale
if localeComboBox then
localeComboBox.onOptionChange = nil
localeComboBox:addOption(locale.languageName, locale.name)
localeComboBox.onOptionChange = onLocaleComboBoxOptionChange
end
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end
end
function Locales.installLocales(directory)
dofiles(directory)
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end
function Locales.setLocale(name)
local locale = installedLocales[name]
if not locale then
pwarning("Locale " .. name .. ' does not exist.')
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return false
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end
currentLocale = locale
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if Locales.onLocaleChanged then Locales.onLocaleChanged(name) end
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return true
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end
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function Locales.getComboBox()
return localeComboBox
end
-- global function used to translate texts
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function tr(text, ...)
if currentLocale then
if tonumber(text) then
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-- todo: use locale information to calculate this. also detect floating numbers
local out = ''
local number = tostring(text):reverse()
for i=1,#number do
out = out .. number:sub(i, i)
if i % 3 == 0 and i ~= #number then
out = out .. ','
end
end
return out:reverse()
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elseif tostring(text) then
local translation = currentLocale.translation[text]
if not translation then
if currentLocale.name ~= defaultLocaleName then
pwarning('Unable to translate: \"' .. text .. '\"')
end
translation = text
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end
return string.format(translation, ...)
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end
end
return text
end