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220 lines
8.7 KiB
C++
220 lines
8.7 KiB
C++
//------------------------------------------------------------------------------
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/*
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This file is part of Beast: https://github.com/vinniefalco/Beast
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Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
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Portions of this file are from JUCE.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Please visit http://www.juce.com
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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//==============================================================================
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#ifndef BEAST_LOCALISEDSTRINGS_H_INCLUDED
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#define BEAST_LOCALISEDSTRINGS_H_INCLUDED
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//==============================================================================
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/**
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Used to convert strings to localised foreign-language versions.
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This is basically a look-up table of strings and their translated equivalents.
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It can be loaded from a text file, so that you can supply a set of localised
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versions of strings that you use in your app.
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To use it in your code, simply call the translate() method on each string that
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might have foreign versions, and if none is found, the method will just return
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the original string.
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The translation file should start with some lines specifying a description of
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the language it contains, and also a list of ISO country codes where it might
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be appropriate to use the file. After that, each line of the file should contain
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a pair of quoted strings with an '=' sign.
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E.g. for a french translation, the file might be:
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@code
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language: French
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countries: fr be mc ch lu
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"hello" = "bonjour"
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"goodbye" = "au revoir"
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@endcode
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If the strings need to contain a quote character, they can use '\"' instead, and
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if the first non-whitespace character on a line isn't a quote, then it's ignored,
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(you can use this to add comments).
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Note that this is a singleton class, so don't create or destroy the object directly.
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There's also a TRANS(text) macro defined to make it easy to use the this.
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E.g. @code
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printSomething (TRANS("hello"));
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@endcode
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This macro is used in the Juce classes themselves, so your application has a chance to
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intercept and translate any internal Juce text strings that might be shown. (You can easily
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get a list of all the messages by searching for the TRANS() macro in the Juce source
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code).
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*/
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class BEAST_API LocalisedStrings : LeakChecked <LocalisedStrings>
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{
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public:
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//==============================================================================
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/** Creates a set of translations from the text of a translation file.
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When you create one of these, you can call setCurrentMappings() to make it
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the set of mappings that the system's using.
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*/
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LocalisedStrings (const String& fileContents,
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bool ignoreCaseOfKeys);
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/** Creates a set of translations from a file.
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When you create one of these, you can call setCurrentMappings() to make it
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the set of mappings that the system's using.
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*/
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LocalisedStrings (const File& fileToLoad,
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bool ignoreCaseOfKeys);
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/** Destructor. */
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~LocalisedStrings();
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//==============================================================================
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/** Selects the current set of mappings to be used by the system.
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The object you pass in will be automatically deleted when no longer needed, so
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don't keep a pointer to it. You can also pass in zero to remove the current
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mappings.
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See also the TRANS() macro, which uses the current set to do its translation.
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@see translateWithCurrentMappings
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*/
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static void setCurrentMappings (LocalisedStrings* newTranslations);
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/** Returns the currently selected set of mappings.
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This is the object that was last passed to setCurrentMappings(). It may
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be nullptr if none has been created.
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*/
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static LocalisedStrings* getCurrentMappings();
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/** Tries to translate a string using the currently selected set of mappings.
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If no mapping has been set, or if the mapping doesn't contain a translation
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for the string, this will just return the original string.
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See also the TRANS() macro, which uses this method to do its translation.
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@see setCurrentMappings, getCurrentMappings
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*/
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static String translateWithCurrentMappings (const String& text);
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/** Tries to translate a string using the currently selected set of mappings.
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If no mapping has been set, or if the mapping doesn't contain a translation
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for the string, this will just return the original string.
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See also the TRANS() macro, which uses this method to do its translation.
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@see setCurrentMappings, getCurrentMappings
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*/
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static String translateWithCurrentMappings (const char* text);
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//==============================================================================
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/** Attempts to look up a string and return its localised version.
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If the string isn't found in the list, the original string will be returned.
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*/
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String translate (const String& text) const;
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/** Attempts to look up a string and return its localised version.
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If the string isn't found in the list, the resultIfNotFound string will be returned.
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*/
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String translate (const String& text, const String& resultIfNotFound) const;
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/** Returns the name of the language specified in the translation file.
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This is specified in the file using a line starting with "language:", e.g.
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@code
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language: german
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@endcode
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*/
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String getLanguageName() const { return languageName; }
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/** Returns the list of suitable country codes listed in the translation file.
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These is specified in the file using a line starting with "countries:", e.g.
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@code
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countries: fr be mc ch lu
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@endcode
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The country codes are supposed to be 2-character ISO complient codes.
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*/
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const StringArray& getCountryCodes() const { return countryCodes; }
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/** Provides access to the actual list of mappings. */
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const StringPairArray& getMappings() const { return translations; }
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private:
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//==============================================================================
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String languageName;
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StringArray countryCodes;
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StringPairArray translations;
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void loadFromText (const String&, bool ignoreCase);
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};
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//==============================================================================
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#ifndef TRANS
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/** Uses the LocalisedStrings class to translate the given string literal.
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This macro is provided for backwards-compatibility, and just calls the translate()
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function. In new code, it's recommended that you just call translate() directly
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instead, and avoid using macros.
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@see translate(), LocalisedStrings
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*/
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#define TRANS(stringLiteral) beast::translate (stringLiteral)
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#endif
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/** A dummy version of the TRANS macro, used to indicate a string literal that should be
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added to the translation file by source-code scanner tools.
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Wrapping a string literal in this macro has no effect, but by using it around strings
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that your app needs to translate at a later stage, it lets automatic code-scanning tools
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find this string and add it to the list of strings that need translation.
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*/
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#define NEEDS_TRANS(stringLiteral) (stringLiteral)
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/** Uses the LocalisedStrings class to translate the given string literal.
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@see LocalisedStrings
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*/
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String translate (const String& stringLiteral);
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/** Uses the LocalisedStrings class to translate the given string literal.
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@see LocalisedStrings
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*/
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String translate (const char* stringLiteral);
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/** Uses the LocalisedStrings class to translate the given string literal.
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@see LocalisedStrings
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*/
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String translate (CharPointer_UTF8 stringLiteral);
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/** Uses the LocalisedStrings class to translate the given string literal.
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@see LocalisedStrings
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*/
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String translate (const String& stringLiteral, const String& resultIfNotFound);
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#endif // BEAST_LOCALISEDSTRINGS_H_INCLUDED
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