1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 3 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. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/language.h"
#include "common/str.h"
#include "common/algorithm.h"
namespace Common {
/*
Entries should be sorted by English name of language
Explanation of language parameters:
1. two character macro language (use ISO-639 standard)
2. POSIX locale code
3. English name of language
4. two character language code followed by three character locale (use ISO-3166)
If more than one dialect or locale is needed:
1. two character locale (use ISO-3166 standard)
2. POSIX locale code
3. English name of language with locale/dialect name in parens
4. two character language code followed by three character locale (use ISO-3166)
If necessary, add entry for generic dialect
1. two character macro language (use ISO-639 standard)
2. repeat two character macro language
3. English name of language
4. two character language code followed by ANY
Additional notes:
* ZH_CHN (Hans 500) used for mainland China, Singapore, Malaysia
* ZH_TWN (Hant 502) used for Taiwan, Hong Kong, Macau, Philippines
*/
const LanguageDescription g_languages[] = {
{ "ar", "ar", "Arabic", AR_ARB }, // Modern Standard Arabic
{ "bg", "bg_BG", "Bulgarian", BG_BUL },
{ "ca", "ca_ES", "Catalan", CA_ESP },
{ "zh", "zh", "Chinese", ZH_ANY }, // Generic Chinese (when only one game version exist)
{ "cn", "zh_CN", "Chinese (Simplified)", ZH_CHN },
{ "tw", "zh_TW", "Chinese (Traditional)", ZH_TWN },
{ "hr", "hr_HR", "Croatian", HR_HRV },
{ "cs", "cs_CZ", "Czech", CS_CZE },
{ "da", "da_DK", "Danish", DA_DNK },
{ "nl", "nl_NL", "Dutch", NL_NLD },
{ "en", "en", "English", EN_ANY }, // Generic English (when only one game version exist)
{ "gb", "en_GB", "English (GB)", EN_GRB },
{ "us", "en_US", "English (US)", EN_USA },
{ "et", "et_EE", "Estonian", ET_EST },
{ "fi", "fi_FI", "Finnish", FI_FIN },
{ "be", "nl_BE", "Flemish", NL_BEL },
{ "fr", "fr_FR", "French", FR_FRA },
{ "de", "de_DE", "German", DE_DEU },
{ "el", "el_GR", "Greek", EL_GRC },
{ "he", "he_IL", "Hebrew", HE_ISR },
{ "hu", "hu_HU", "Hungarian", HU_HUN },
{ "it", "it_IT", "Italian", IT_ITA },
{ "ja", "ja_JP", "Japanese", JA_JPN },
{ "ko", "ko_KR", "Korean", KO_KOR },
{ "lt", "lt_LT", "Lithuanian", LT_LTU },
{ "lv", "lv_LV", "Latvian", LV_LVA },
{ "nb", "nb_NO", "Norwegian (Bokm\xC3\xA5l)", NB_NOR },
{ "fa", "fa_IR", "Persian", FA_IRN },
{ "pl", "pl_PL", "Polish", PL_POL },
{ "br", "pt_BR", "Portuguese (Brazil)", PT_BRA },
{ "pt", "pt_PT", "Portuguese (Portugal)", PT_PRT },
{ "ru", "ru_RU", "Russian", RU_RUS },
{ "sr", "sr_RS", "Serbian", SR_SRB },
{ "sk", "sk_SK", "Slovak", SK_SVK },
{ "es", "es_ES", "Spanish", ES_ESP },
{ "eu", "eu_ES", "Basque", EU_ESP },
{ "se", "sv_SE", "Swedish", SE_SWE },
{ "tr", "tr_TR", "Turkish", TR_TUR },
{ "uk", "uk_UA", "Ukrainian", UA_UKR },
{ nullptr, nullptr, nullptr, UNK_LANG }
};
const LanguageDescription g_obsoleteLanguages[] = {
{ "cz", "cs_CZ", "Czech", CS_CZE },
{ "gr", "el_GR", "Greek", EL_GRC },
{ "hb", "he_IL", "Hebrew", HE_ISR },
{ "jp", "ja_JP", "Japanese", JA_JPN },
{ "kr", "ko_KR", "Korean", KO_KOR },
{ "nz", "zh", "Chinese", ZH_ANY },
{ "zh-cn", "zh_CN", "Chinese (Simplified)", ZH_CHN },
{ nullptr, nullptr, nullptr, UNK_LANG }
};
Language parseLanguage(const String &str) {
if (str.empty())
return UNK_LANG;
const LanguageDescription *l = g_languages;
for (; l->code; ++l) {
if (str.equalsIgnoreCase(l->code))
return l->id;
}
const LanguageDescription *ol = g_obsoleteLanguages;
for (; ol->code; ++ol) {
if (str.equalsIgnoreCase(ol->code))
return ol->id;
}
return UNK_LANG;
}
Language parseLanguageFromLocale(const char *locale) {
if (!locale || !*locale)
return UNK_LANG;
const LanguageDescription *l = g_languages;
for (; l->code; ++l) {
if (!strcmp(l->unixLocale, locale))
return l->id;
}
return UNK_LANG;
}
const char *getLanguageCode(Language id) {
const LanguageDescription *l = g_languages;
for (; l->code; ++l) {
if (l->id == id)
return l->code;
}
return nullptr;
}
const char *getLanguageLocale(Language id) {
const LanguageDescription *l = g_languages;
for (; l->code; ++l) {
if (l->id == id)
return l->unixLocale;
}
return nullptr;
}
const char *getLanguageDescription(Language id) {
const LanguageDescription *l = g_languages;
for (; l->code; ++l) {
if (l->id == id)
return l->description;
}
return nullptr;
}
bool checkGameGUIOptionLanguage(Language lang, const String &str) {
if (!str.contains("lang_")) // If no languages are specified
return true;
if (str.contains(getGameGUIOptionsDescriptionLanguage(lang)))
return true;
return false;
}
const String getGameGUIOptionsDescriptionLanguage(Language lang) {
if (lang == UNK_LANG)
return "";
return String("lang_") + getLanguageDescription(lang);
}
List<String> getLanguageList() {
List<String> list;
for (const LanguageDescription *l = g_languages; l->code; ++l)
list.push_back(l->code);
Common::sort(list.begin(), list.end());
return list;
}
} // End of namespace Common
|