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dofile 'neededtranslations'
-- private variables
local defaultLocaleName = 'en'
local installedLocales
local currentLocale
function sendLocale(localeName)
local protocolGame = g_game.getProtocolGame()
if protocolGame then
protocolGame:sendExtendedOpcode(ExtendedIds.Locale, localeName)
return true
end
return false
end
function createWindow()
localesWindow = g_ui.displayUI('locales')
local localesPanel = localesWindow:getChildById('localesPanel')
local layout = localesPanel:getLayout()
local spacing = layout:getCellSpacing()
local size = layout:getCellSize()
local count = 0
for name,locale in pairs(installedLocales) do
local widget = g_ui.createWidget('LocalesButton', localesPanel)
widget:setImageSource('/images/flags/' .. name .. '')
widget:setText(locale.languageName)
widget.onClick = function() selectFirstLocale(name) end
count = count + 1
end
count = math.max(1, math.min(count, 3))
localesPanel:setWidth(size.width*count + spacing*(count-1))
addEvent(function() addEvent(function() localesWindow:raise() localesWindow:focus() end) end)
end
function selectFirstLocale(name)
if localesWindow then
localesWindow:destroy()
localesWindow = nil
end
if setLocale(name) then
g_modules.reloadModules()
end
end
-- hooked functions
function onGameStart()
sendLocale(currentLocale.name)
end
function onExtendedLocales(protocol, opcode, buffer)
local locale = installedLocales[buffer]
if locale and setLocale(locale.name) then
g_modules.reloadModules()
end
end
-- public functions
function init()
installedLocales = {}
installLocales('/locales')
local userLocaleName = g_settings.get('locale', 'false')
if userLocaleName ~= 'false' and setLocale(userLocaleName) then
pdebug('Using configured locale: ' .. userLocaleName)
else
setLocale(defaultLocaleName)
connect(g_app, { onRun = createWindow })
end
ProtocolGame.registerExtendedOpcode(ExtendedIds.Locale, onExtendedLocales)
connect(g_game, { onGameStart = onGameStart })
end
function terminate()
installedLocales = nil
currentLocale = nil
ProtocolGame.unregisterExtendedOpcode(ExtendedIds.Locale)
disconnect(g_app, { onRun = createWindow })
disconnect(g_game, { onGameStart = onGameStart })
end
function generateNewTranslationTable(localename)
local locale = installedLocales[localename]
for _i,k in pairs(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
function installLocale(locale)
if not locale or not locale.name then
error('Unable to install locale.')
end
if _G.allowedLocales and not _G.allowedLocales[locale.name] then return end
if locale.name ~= defaultLocaleName then
local updatesNamesMissing = {}
for _,k in pairs(neededTranslations) do
if locale.translation[k] == nil then
updatesNamesMissing[#updatesNamesMissing + 1] = k
end
end
if #updatesNamesMissing > 0 then
pdebug('Locale \'' .. locale.name .. '\' is missing ' .. #updatesNamesMissing .. ' translations.')
for _,name in pairs(updatesNamesMissing) do
pdebug('["' .. name ..'"] = \"\",')
end
end
end
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
end
end
function installLocales(directory)
dofiles(directory)
end
function setLocale(name)
local locale = installedLocales[name]
if locale == currentLocale then return end
if not locale then
pwarning("Locale " .. name .. ' does not exist.')
return false
end
if currentLocale then
sendLocale(locale.name)
end
currentLocale = locale
g_settings.set('locale', name)
if onLocaleChanged then onLocaleChanged(name) end
return true
end
function getInstalledLocales()
return installedLocales
end
function getCurrentLocale()
return currentLocale
end
-- global function used to translate texts
function _G.tr(text, ...)
if currentLocale then
if tonumber(text) and currentLocale.formatNumbers then
local number = tostring(text):split('.')
local out = ''
local reverseNumber = number[1]:reverse()
for i=1,#reverseNumber do
out = out .. reverseNumber:sub(i, i)
if i % 3 == 0 and i ~= #number then
out = out .. currentLocale.thousandsSeperator
end
end
if number[2] then
out = number[2] .. currentLocale.decimalSeperator .. out
end
return out:reverse()
elseif tostring(text) then
local translation = currentLocale.translation[text]
if not translation then
if translation == nil then
if currentLocale.name ~= defaultLocaleName then
pdebug('Unable to translate: \"' .. text .. '\"')
end
end
translation = text
end
return string.format(translation, ...)
end
end
return text
end