warzone2100/lib/framework/i18n.cpp

428 lines
13 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 2005-2011 Warzone 2100 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>
#include "string_ext.h"
#ifdef WZ_OS_MAC
# include <CoreFoundation/CoreFoundation.h>
# include <CoreFoundation/CFURL.h>
#endif
/* Always use fallbacks on Windows */
#if defined(WZ_OS_WIN)
# undef LOCALEDIR
#endif
#if !defined(LOCALEDIR)
# define LOCALEDIR "locale"
#endif
// Language names (http://en.wikipedia.org/wiki/List_of_ISO_639-2_codes)
#define LANG_NAME_CZECH "česky"
#define LANG_NAME_DANISH "Dansk"
#define LANG_NAME_GERMAN "Deutsch"
#define LANG_NAME_ENGLISH "English"
#define LANG_NAME_ENGLISH_UK "English (United Kingdom)"
#define LANG_NAME_SPANISH "Español"
#define LANG_NAME_ESTONIAN "Eesti Keel"
#define LANG_NAME_BASQUE "euskara"
#define LANG_NAME_FINNISH "tanska"
#define LANG_NAME_FRENCH "Français"
#define LANG_NAME_FRISIAN_NETHERLANDS "frysk"
#define LANG_NAME_IRISH "Imruagadh"
#define LANG_NAME_CROATIAN "Hrvatski"
#define LANG_NAME_ITALIAN "Italiano"
#define LANG_NAME_LITHUANIAN "lietuvių kalba"
#define LANG_NAME_LATIN "latine"
#define LANG_NAME_LATVIAN "latviešu valoda"
#define LANG_NAME_KOREAN "한국어"
#define LANG_NAME_NORWEGIAN "Norsk"
#define LANG_NAME_NORWEGIAN_NYNORSK "nynorsk"
#define LANG_NAME_DUTCH "Nederlands"
#define LANG_NAME_POLISH "Polski"
#define LANG_NAME_PORTUGUESE_BRAZILIAN "Português Brasileiro"
#define LANG_NAME_PORTUGUESE "Português"
#define LANG_NAME_ROMANIAN "română"
#define LANG_NAME_RUSSIAN "Русский"
#define LANG_NAME_SLOVAK "Slovensky"
#define LANG_NAME_SLOVENIAN "Slovenski"
#define LANG_NAME_SWEDISH_SWEDEN "svenska (Sverige)"
#define LANG_NAME_SWEDISH "svenska"
#define LANG_NAME_TURKISH "Türkçe"
#define LANG_NAME_UZBEK_CYRILLIC "Ўзбек"
#define LANG_NAME_UKRAINIAN "Українська"
#define LANG_NAME_CHINESE_SIMPLIFIED "汉语"
#define LANG_NAME_CHINESE_TRADITIONAL "漢語"
#if defined(WZ_OS_WIN)
/*
* See msdn.microsoft.com for this stuff, esp.
* http://msdn.microsoft.com/en-us/library/ms693062%28VS.85,printer%29.aspx
* http://msdn.microsoft.com/en-us/library/dd318693%28VS.85,printer%29.aspx
*/
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", LANG_NAME_CZECH, LANG_CZECH, SUBLANG_DEFAULT },
{ "da", LANG_NAME_DANISH, LANG_DANISH, SUBLANG_DEFAULT },
{ "de", LANG_NAME_GERMAN, LANG_GERMAN, SUBLANG_GERMAN },
// { "en", LANG_NAME_ENGLISH, LANG_ENGLISH, SUBLANG_DEFAULT },
{ "en_GB", LANG_NAME_ENGLISH_UK, LANG_ENGLISH, SUBLANG_ENGLISH_UK },
{ "es", LANG_NAME_SPANISH, LANG_SPANISH, SUBLANG_SPANISH },
{ "et_EE", LANG_NAME_ESTONIAN, LANG_ESTONIAN, SUBLANG_DEFAULT },
// { "eu", LANG_NAME_BASQUE, LANG_BASQUE, SUBLANG_DEFAULT },
{ "fi", LANG_NAME_FINNISH, LANG_FINNISH, SUBLANG_DEFAULT },
{ "fr", LANG_NAME_FRENCH, LANG_FRENCH, SUBLANG_FRENCH },
/* 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", LANG_NAME_FRISIAN_NETHERLANDS, LANG_FRISIAN, SUBLANG_FRISIAN_NETHERLANDS },
{ "ga", LANG_NAME_IRISH, LANG_IRISH, SUBLANG_IRISH_IRELAND },
{ "hr", LANG_NAME_CROATIAN, LANG_CROATIAN, SUBLANG_DEFAULT },
{ "it", LANG_NAME_ITALIAN, LANG_ITALIAN, SUBLANG_ITALIAN },
{ "ko_KR", LANG_NAME_KOREAN, LANG_KOREAN, SUBLANG_DEFAULT },
// { "la", LANG_NAME_LATIN, LANG_LATIN, SUBLANG_DEFAULT },
{ "lt", LANG_NAME_LITHUANIAN, LANG_LITHUANIAN, SUBLANG_DEFAULT },
// { "lv", LANG_NAME_LATVIAN, LANG_LATVIAN, SUBLANG_DEFAULT },
// MSDN uses "no"...
{ "nb", LANG_NAME_NORWEGIAN, LANG_NORWEGIAN, SUBLANG_DEFAULT },
// { "nn", LANG_NAME_NORWEGIAN_NYNORSK, LANG_NORWEGIAN, SUBLANG_NORWEGIAN_NYNORSK },
{ "nl", LANG_NAME_DUTCH, LANG_DUTCH, SUBLANG_DUTCH },
{ "pl", LANG_NAME_POLISH, LANG_POLISH, SUBLANG_DEFAULT },
{ "pt_BR", LANG_NAME_PORTUGUESE_BRAZILIAN, LANG_PORTUGUESE, SUBLANG_PORTUGUESE_BRAZILIAN },
{ "pt", LANG_NAME_PORTUGUESE, LANG_PORTUGUESE, SUBLANG_DEFAULT },
{ "ro", LANG_NAME_ROMANIAN, LANG_ROMANIAN, SUBLANG_DEFAULT },
{ "ru", LANG_NAME_RUSSIAN, LANG_RUSSIAN, SUBLANG_DEFAULT },
{ "sk", LANG_NAME_SLOVAK, LANG_SLOVAK, SUBLANG_DEFAULT },
{ "sl", LANG_NAME_SLOVENIAN, LANG_SLOVENIAN, SUBLANG_DEFAULT },
#if (WINVER >= 0x0600)
// { "sv_SE", LANG_NAME_SWEDISH_SWEDEN, LANG_SWEDISH, SUBLANG_SWEDISH_SWEDEN },
#else
// { "sv_SE", LANG_NAME_SWEDISH_SWEDEN, LANG_SWEDISH, SUBLANG_SWEDISH },
#endif
// { "sv", LANG_NAME_SWEDISH, LANG_SWEDISH, SUBLANG_DEFAULT },
{ "tr", LANG_NAME_TURKISH, LANG_TURKISH, SUBLANG_DEFAULT },
// { "uz", LANG_NAME_UZBEK_CYRILLIC, LANG_UZBEK, SUBLANG_UZBEK_CYRILLIC },
{ "uk_UA", LANG_NAME_UKRAINIAN, LANG_UKRAINIAN, SUBLANG_DEFAULT },
{ "zh_CN", LANG_NAME_CHINESE_SIMPLIFIED, LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED },
{ "zh_TW", LANG_NAME_CHINESE_TRADITIONAL, LANG_CHINESE, SUBLANG_CHINESE_TRADITIONAL },
# 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", LANG_NAME_CZECH, "cs.UTF-8", "cs" },
{ "da", LANG_NAME_DANISH, "da_DK.UTF-8", "da_DK" },
{ "de", LANG_NAME_GERMAN, "de_DE.UTF-8", "de_DE" },
// { "en", LANG_NAME_ENGLISH, "en_US.UTF-8", "en_US" },
{ "en_GB", LANG_NAME_ENGLISH_UK, "en_GB.UTF-8", "en_GB" },
{ "es", LANG_NAME_SPANISH, "es_ES.UTF-8", "es_ES" },
{ "et_EE", LANG_NAME_ESTONIAN, "et_EE.UTF-8", "et_EE" },
// { "eu", LANG_NAME_BASQUE, "eu.UTF-8", "eu" },
{ "fi", LANG_NAME_FINNISH, "fi.UTF-8", "fi" },
{ "fr", LANG_NAME_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", LANG_NAME_FRISIAN_NETHERLANDS, "fy.UTF-8", "fy" },
{ "ga", LANG_NAME_IRISH, "ga.UTF-8", "ga" },
{ "hr", LANG_NAME_CROATIAN, "hr_HR.UTF-8", "hr_HR" },
{ "it", LANG_NAME_ITALIAN, "it_IT.UTF-8", "it_IT" },
{ "ko_KR", LANG_NAME_KOREAN, "ko_KR.UTF-8", "ko_KR" },
{ "la", LANG_NAME_LATIN, "la.UTF-8", "la" },
{ "lt", LANG_NAME_LITHUANIAN, "lt.UTF-8", "lt" },
// { "lv", LANG_NAME_LATVIAN, "lv.UTF-8", "lv" },
{ "nb", LANG_NAME_NORWEGIAN, "nb_NO.UTF-8", "nb_NO" },
// { "nn", LANG_NAME_NORWEGIAN_NYNORSK, "nn.UTF-8", "nn" },
{ "nl", LANG_NAME_DUTCH, "nl_NL.UTF-8", "nl_NL" },
{ "pl", LANG_NAME_POLISH, "pl.UTF-8", "pl" },
{ "pt_BR", LANG_NAME_PORTUGUESE_BRAZILIAN, "pt_BR.UTF-8", "pt_BR" },
{ "pt", LANG_NAME_PORTUGUESE, "pt_PT.UTF-8", "pt_PT" },
{ "ro", LANG_NAME_ROMANIAN, "ro.UTF-8", "ro" },
{ "ru", LANG_NAME_RUSSIAN, "ru_RU.UTF-8", "ru_RU" },
{ "sk", LANG_NAME_SLOVAK, "sk_SK.UTF-8", "sk_SK" },
{ "sl", LANG_NAME_SLOVENIAN, "sl.UTF-8", "sl" },
// { "sv_SE", LANG_NAME_SWEDISH_SWEDEN, "sv_SE.UTF-8", "sv_SE" },
// { "sv", LANG_NAME_SWEDISH, "sv.UTF-8", "sv" },
{ "tr", LANG_NAME_TURKISH, "tr_TR.UTF-8", "tr_TR" },
// { "uz", LANG_NAME_UZBEK_CYRILLIC, "uz.UTF-8", "uz" },
{ "uk_UA", LANG_NAME_UKRAINIAN, "uk_UA.UTF-8", "uk_UA" },
{ "zh_CN", LANG_NAME_CHINESE_SIMPLIFIED, "zh_CN.UTF-8", "zh_CN" },
{ "zh_TW", LANG_NAME_CHINESE_TRADITIONAL, "zh_TW.UTF-8", "zh_TW" },
# 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[6] = { '\0' }; // large enough for xx_YY
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);
// cut anything after a '.' to get rid of the encoding part
delim = strchr(language, '.');
if (delim)
{
*delim = '\0';
}
// if language is xx_XX, cut the _XX part
delim = strchr(language, '_');
if (delim)
{
if (!strncasecmp(language, delim + 1, 2))
{
*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);
}
}
return language;
}
#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)
{
info("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)
{
info("Failed to set locale to \"%s\"", locale);
}
else
{
if (strcmp(locale, actualLocale))
{
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
#ifdef WZ_OS_MAC
{
char resourcePath[PATH_MAX];
CFURLRef resourceURL = CFBundleCopyResourcesDirectoryURL(CFBundleGetMainBundle());
if( CFURLGetFileSystemRepresentation( resourceURL, true, (UInt8 *) resourcePath, PATH_MAX) )
{
sstrcat(resourcePath, "/locale");
textdomainDirectory = bindtextdomain(PACKAGE, resourcePath);
}
else
{
debug( LOG_ERROR, "Could not change to resources directory." );
}
if (resourceURL != NULL)
{
CFRelease(resourceURL);
}
debug(LOG_INFO, "resourcePath is %s", resourcePath);
}
#else
textdomainDirectory = bindtextdomain(PACKAGE, LOCALEDIR);
#endif
#endif
if (!textdomainDirectory)
{
debug(LOG_ERROR, "initI18n: bindtextdomain failed!");
}
(void)bind_textdomain_codeset(PACKAGE, "UTF-8");
(void)textdomain(PACKAGE);
}