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