warzone2100/lib/framework/i18n.c

329 lines
9.2 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 2005-2008 Warzone Resurrection Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "frame.h"
#include <locale.h>
#include <physfs.h>
/* Always use fallbacks on Windows */
#if defined(WZ_OS_WIN)
# undef LOCALEDIR
#endif
#if !defined(LOCALEDIR)
# define LOCALEDIR "locale"
#endif
#if defined(WZ_OS_WIN)
static const struct
{
const char * language;
const char * name;
USHORT usPrimaryLanguage;
USHORT usSubLanguage;
} map[] = {
{ "", N_("System locale"), LANG_NEUTRAL, SUBLANG_DEFAULT },
# if defined(ENABLE_NLS)
{ "cs", N_("Czech"), LANG_CZECH, SUBLANG_DEFAULT },
{ "da", N_("Danish"), LANG_DANISH, SUBLANG_DEFAULT },
{ "de", N_("German"), LANG_GERMAN, SUBLANG_DEFAULT },
{ "en", N_("English"), LANG_ENGLISH, SUBLANG_DEFAULT },
{ "en_GB", N_("English (United Kingdom)"), LANG_ENGLISH, SUBLANG_DEFAULT },
{ "es", N_("Spanish"), LANG_SPANISH, SUBLANG_DEFAULT },
{ "eu", N_("Basque"), LANG_BASQUE, SUBLANG_DEFAULT },
{ "fi", N_("Finnish"), LANG_FINNISH, SUBLANG_DEFAULT },
{ "fr", N_("French"), LANG_FRENCH, SUBLANG_DEFAULT },
/* Our Frisian translation is the "West Frisian" variation of it. This
* variation is mostly spoken in the Dutch province Friesland (Fryslân
* in Frisian) and has ISO 639-3 code "fry".
*
* FIXME: We should really use a sub-language code for this. E.g.
* fy_XX.
*/
{ "fy", N_("Frisian"), LANG_FRISIAN, SUBLANG_FRISIAN_NETHERLANDS },
{ "ga", N_("Irish"), LANG_IRISH, SUBLANG_DEFAULT },
{ "it", N_("Italian"), LANG_ITALIAN, SUBLANG_DEFAULT },
{ "lt", N_("Lithuanian"), LANG_LITHUANIAN, SUBLANG_DEFAULT },
{ "lv", N_("Latvian"), LANG_LATVIAN, SUBLANG_DEFAULT },
{ "nb", N_("Norwegian"), LANG_NORWEGIAN, SUBLANG_DEFAULT },
{ "nn", N_("Norwegian (Nynorsk)"), LANG_NORWEGIAN, SUBLANG_NORWEGIAN_NYNORSK },
{ "nl", N_("Dutch"), LANG_DUTCH, SUBLANG_DEFAULT },
{ "pl", N_("Polish"), LANG_POLISH, SUBLANG_DEFAULT },
{ "pt_BR", N_("Brazilian Portuguese"), LANG_PORTUGUESE, SUBLANG_PORTUGUESE_BRAZILIAN },
{ "pt", N_("Portuegese"), LANG_PORTUGUESE, SUBLANG_DEFAULT },
{ "ro", N_("Romanian"), LANG_ROMANIAN, SUBLANG_DEFAULT },
{ "ru", N_("Russian"), LANG_RUSSIAN, SUBLANG_DEFAULT },
{ "sl", N_("Slovenian"), LANG_SLOVENIAN, SUBLANG_DEFAULT },
#if (WINVER >= 0x0600)
{ "sv_SE", N_("Swedish (Sweden)"), LANG_SWEDISH, SUBLANG_SWEDISH_SWEDEN },
#else
{ "sv_SE", N_("Swedish (Sweden)"), LANG_SWEDISH, SUBLANG_SWEDISH },
#endif
{ "sv", N_("Swedish"), LANG_SWEDISH, SUBLANG_DEFAULT },
{ "tr", N_("Turkish"), LANG_TURKISH, SUBLANG_DEFAULT },
{ "uz", N_("Uzbek (Cyrillic)"), LANG_UZBEK, SUBLANG_UZBEK_CYRILLIC },
{ "zh_CN", N_("Simplified Chinese"), LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED },
# endif
};
#else
static const struct
{
const char *language;
const char *name;
const char *locale;
const char *localeFallback;
} map[] = {
{ "", N_("System locale"), "", "" },
# if defined(ENABLE_NLS)
{ "cs", N_("Czech"), "cs.UTF-8", "cs" },
{ "da", N_("Danish"), "da_DK.UTF-8", "da_DK" },
{ "de", N_("German"), "de_DE.UTF-8", "de_DE" },
{ "en", N_("English"), "en_US.UTF-8", "en_US" },
{ "en_GB", N_("English (United Kingdom)"), "en_GB.UTF-8", "en_GB" },
{ "es", N_("Spanish"), "es.UTF-8", "es" },
{ "eu", N_("Basque"), "eu.UTF-8", "eu" },
{ "fi", N_("Finnish"), "fi.UTF-8", "fi" },
{ "fr", N_("French"), "fr_FR.UTF-8", "fr_FR" },
/* Our Frisian translation is the "West Frisian" variation of it. This
* variation is mostly spoken in the Dutch province Friesland (Fryslân
* in Frisian) and has ISO 639-3 code "fry".
*
* FIXME: We should really use a sub-language code for this. E.g.
* fy_XX.
*/
{ "fy", N_("Frisian"), "fy.UTF-8", "fy" },
{ "ga", N_("Irish"), "ga.UTF-8", "ga" },
{ "it", N_("Italian"), "it_IT.UTF-8", "it_IT" },
{ "la", N_("Latin"), "la.UTF-8", "la" },
{ "lt", N_("Lithuanian"), "lt.UTF-8", "lt" },
{ "lv", N_("Latvian"), "lv.UTF-8", "lv" },
{ "nb", N_("Norwegian"), "nb_NO.UTF-8", "nb_NO" },
{ "nn", N_("Norwegian (Nynorsk)"), "nn.UTF-8", "nn" },
{ "nl", N_("Dutch"), "nl_NL.UTF-8", "nl_NL" },
{ "pl", N_("Polish"), "pl.UTF-8", "pl" },
{ "pt_BR", N_("Brazilian Portuguese"), "pt_BR.UTF-8", "pt_BR" },
{ "pt", N_("Portuegese"), "pt_PT.UTF-8", "pt_PT" },
{ "ro", N_("Romanian"), "ro.UTF-8", "ro" },
{ "ru", N_("Russian"), "ru_RU.UTF-8", "ru_RU" },
{ "sl", N_("Slovenian"), "sl.UTF-8", "sl" },
{ "sv_SE", N_("Swedish (Sweden)"), "sv_SE.UTF-8", "sv_SE" },
{ "sv", N_("Swedish"), "sv.UTF-8", "sv" },
{ "tr", N_("Turkish"), "tr.UTF-8", "tr" },
{ "uz", N_("Uzbek (Cyrillic)"), "uz.UTF-8", "uz" },
{ "zh_CN", N_("Simplified Chinese"), "zh_CN.UTF-8", "zh_CN" },
# endif
};
#endif
static unsigned int selectedLanguage = 0;
/*!
* Return the language part of the selected locale
*/
#if !defined(ENABLE_NLS)
const char* getLanguage(void)
{
return "";
}
#elif defined(WZ_OS_WIN)
const char *getLanguage(void)
{
USHORT usPrimaryLanguage = PRIMARYLANGID(LANGIDFROMLCID(GetThreadLocale()));
unsigned int i;
if (selectedLanguage == 0)
{
return ""; // Return empty string for system default
}
for (i = 0; i < ARRAY_SIZE(map); i++)
{
if (usPrimaryLanguage == map[i].usPrimaryLanguage)
{
return map[i].language;
}
}
return "";
}
#else
const char *getLanguage(void)
{
static char language[4] = { '\0' }; // ISO639 language code has to fit in!
const char *localeName = setlocale(LC_MESSAGES, NULL);
char *delim = NULL;
if (selectedLanguage == 0 || localeName == NULL)
{
return ""; // Return empty string for system default and errors
}
sstrcpy(language, localeName);
delim = strchr(language, '_');
if ( !delim )
{
delim = strchr(language, '.');
}
if ( delim ) // Cut after '_' or '.'
{
*delim = '\0';
}
return language;
}
#endif
const char* getLanguageName(void)
{
const char *language = getLanguage();
unsigned int i;
for (i = 0; i < ARRAY_SIZE(map); i++)
{
if (strcmp(language, map[i].language) == 0)
{
return gettext(map[i].name);
}
}
ASSERT(false, "getLanguageName: Unknown language");
return NULL;
}
#if defined(ENABLE_NLS)
# if defined(WZ_OS_WIN)
static BOOL setLocaleWindows(USHORT usPrimaryLanguage, USHORT usSubLanguage)
{
BOOL success = SUCCEEDED( SetThreadLocale( MAKELCID( MAKELANGID(usPrimaryLanguage, usSubLanguage), SORT_DEFAULT ) ) );
if (!success)
debug(LOG_ERROR, "Failed to set locale to \"%d\"", usPrimaryLanguage);
else
debug(LOG_WZ, "Requested locale \"%d\"", usPrimaryLanguage);
setlocale(LC_NUMERIC, "C"); // set radix character to the period (".")
return success;
}
# else
/*!
* Set the prefered locale
* \param locale The locale, NOT just the language part
* \note Use this instead of setlocale(), because we need the default radix character
*/
static BOOL setLocaleUnix(const char* locale)
{
const char *actualLocale = setlocale(LC_ALL, locale);
if (actualLocale == NULL)
debug(LOG_ERROR, "Failed to set locale to \"%s\"", locale);
else
debug(LOG_WZ, "Requested locale \"%s\", got \"%s\" instead", locale, actualLocale);
setlocale(LC_NUMERIC, "C"); // set radix character to the period (".")
return (actualLocale != NULL);
}
# endif
#endif
BOOL setLanguage(const char *language)
{
#if !defined(ENABLE_NLS)
return true;
#else
unsigned int i;
for (i = 0; i < ARRAY_SIZE(map); i++)
{
if (strcmp(language, map[i].language) == 0)
{
selectedLanguage = i;
debug(LOG_WZ, "Setting language to \"%s\" (%s)", map[i].name, map[i].language);
# if defined(WZ_OS_WIN)
return setLocaleWindows(map[i].usPrimaryLanguage, map[i].usSubLanguage);
# else
return setLocaleUnix(map[i].locale) || setLocaleUnix(map[i].localeFallback);
# endif
}
}
debug(LOG_ERROR, "Requested language \"%s\" not supported.", language);
return false;
#endif
}
void setNextLanguage(void)
{
selectedLanguage++;
if (selectedLanguage > ARRAY_SIZE(map) - 1)
{
selectedLanguage = 0;
}
if (!setLanguage(map[selectedLanguage].language) && selectedLanguage != 0)
{
setNextLanguage(); // try next
}
}
void initI18n(void)
{
const char *textdomainDirectory = NULL;
if (!setLanguage("")) // set to system default
{
// no system default?
debug(LOG_ERROR, "initI18n: No system language found");
}
#if defined(WZ_OS_WIN)
{
// Retrieve an absolute path to the locale directory
char localeDir[PATH_MAX];
sstrcpy(localeDir, PHYSFS_getBaseDir());
sstrcat(localeDir, "\\" LOCALEDIR);
// Set locale directory and translation domain name
textdomainDirectory = bindtextdomain(PACKAGE, localeDir);
}
#else
textdomainDirectory = bindtextdomain(PACKAGE, LOCALEDIR);
#endif
if (!textdomainDirectory)
{
debug(LOG_ERROR, "initI18n: bindtextdomain failed!");
}
(void)bind_textdomain_codeset(PACKAGE, "UTF-8");
(void)textdomain(PACKAGE);
}