195 lines
5.0 KiB
Lua
195 lines
5.0 KiB
Lua
dofile 'neededtranslations'
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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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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(ExtendedIds.Locale, 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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function createWindow()
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localesWindow = g_ui.displayUI('locales')
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local localesPanel = localesWindow:getChildById('localesPanel')
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local layout = localesPanel:getLayout()
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local spacing = layout:getCellSpacing()
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local size = layout:getCellSize()
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local count = 0
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for name,locale in pairs(installedLocales) do
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local widget = g_ui.createWidget('LocalesButton', localesPanel)
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widget:setImageSource('/images/flags/' .. name .. '')
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widget:setText(locale.languageName)
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widget.onClick = function() selectFirstLocale(name) end
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count = count + 1
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end
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count = math.max(1, math.min(count, 3))
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localesPanel:setWidth(size.width*count + spacing*(count-1))
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addEvent(function() addEvent(function() localesWindow:raise() localesWindow:focus() end) end)
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end
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function selectFirstLocale(name)
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if localesWindow then
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localesWindow:destroy()
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localesWindow = nil
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end
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if setLocale(name) then
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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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function onGameStart()
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sendLocale(currentLocale.name)
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end
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function onExtendedLocales(protocol, opcode, buffer)
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local locale = installedLocales[buffer]
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if locale and setLocale(locale.name) then
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g_modules.reloadModules()
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end
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end
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-- public functions
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function init()
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installedLocales = {}
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installLocales('/locales')
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local userLocaleName = g_settings.get('locale', 'false')
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if userLocaleName ~= 'false' and setLocale(userLocaleName) then
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pdebug('Using configured locale: ' .. userLocaleName)
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else
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setLocale(defaultLocaleName)
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connect(g_app, { onRun = createWindow })
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end
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ProtocolGame.registerExtendedOpcode(ExtendedIds.Locale, onExtendedLocales)
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connect(g_game, { onGameStart = onGameStart })
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end
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function terminate()
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installedLocales = nil
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currentLocale = nil
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ProtocolGame.unregisterExtendedOpcode(ExtendedIds.Locale)
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disconnect(g_app, { onRun = createWindow })
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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(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 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 _G.allowedLocales and not _G.allowedLocales[locale.name] then return end
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if locale.name ~= defaultLocaleName then
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local updatesNeeded = 0
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for _i,k in pairs(neededTranslations) do
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if locale.translation[k] == nil then
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updatesNeeded = updatesNeeded + 1
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end
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end
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if updatesNeeded > 0 then
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pdebug('Locale \'' .. locale.name .. '\' is missing ' .. updatesNeeded .. ' translations.')
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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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end
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end
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function installLocales(directory)
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dofiles(directory)
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end
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function setLocale(name)
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local locale = installedLocales[name]
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if locale == currentLocale then return end
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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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if currentLocale then
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sendLocale(locale.name)
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end
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currentLocale = locale
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g_settings.set('locale', name)
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if onLocaleChanged then onLocaleChanged(name) end
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return true
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end
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function getInstalledLocales()
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return installedLocales
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end
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function getCurrentLocale()
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return currentLocale
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end
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-- global function used to translate texts
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function _G.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 translation == nil then
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if currentLocale.name ~= defaultLocaleName then
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pdebug('Unable to translate: \"' .. text .. '\"')
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end
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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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