mirror of
https://github.com/alliedmodders/hl2sdk.git
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3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
219 lines
8.6 KiB
C++
219 lines
8.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: languages definition
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//
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//=============================================================================
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#include "language.h"
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#include "tier0/dbg.h"
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#include "tier1/strtools.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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struct Language_t
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{
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const char *m_pchName;
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const char *m_pchShortName;
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const char *m_pchVGUILocalizationName;
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const char *m_pchICUName; // used by osx; ISO-639-1 + ISO-3166-1 alpha-2. http://userguide.icu-project.org/locale/examples
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ELanguage m_ELanguage;
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int m_LanguageCodeID;
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};
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// REVIEW
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// es_ES - use new world spanish country code instead?
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// zh_CN - validate that SC date formats come through
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// bt_BR - assume we should use Brazilian rather than Iberian portguese
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static const Language_t s_LanguageNames[] =
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{
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{ "None", "none", "None", "none", k_Lang_None, 0 },
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{ "English", "english", "#GameUI_Language_English", "en_US", k_Lang_English, 1033 },
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{ "German", "german", "#GameUI_Language_German", "de_DE", k_Lang_German, 1031 } ,
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{ "French", "french", "#GameUI_Language_French", "fr_FR", k_Lang_French, 1036 } ,
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{ "Italian", "italian", "#GameUI_Language_Italian", "it_IT", k_Lang_Italian, 1040 } ,
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{ "Korean", "koreana", "#GameUI_Language_Korean", "ko_KR", k_Lang_Korean, 1042 } ,
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{ "Spanish", "spanish", "#GameUI_Language_Spanish", "es_ES", k_Lang_Spanish, 1034 },
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{ "Simplified_Chinese", "schinese", "#GameUI_Language_Simplified_Chinese", "zh_CN", k_Lang_Simplified_Chinese, 2052 },
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{ "Traditional_Chinese", "tchinese", "#GameUI_Language_Traditional_Chinese", "zh_TW", k_Lang_Traditional_Chinese, 1028 },
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{ "Russian", "russian", "#GameUI_Language_Russian", "ru_RU", k_Lang_Russian, 1049 } ,
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{ "Thai", "thai", "#GameUI_Language_Thai", "th_TH", k_Lang_Thai, 1054 } ,
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{ "Japanese", "japanese", "#GameUI_Language_Japanese", "ja_JP", k_Lang_Japanese, 1041 } ,
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{ "Portuguese", "portuguese", "#GameUI_Language_Portuguese", "pt_PT", k_Lang_Portuguese, 2070 } ,
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{ "Polish", "polish", "#GameUI_Language_Polish", "pl_PL", k_Lang_Polish, 1045 } ,
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{ "Danish", "danish", "#GameUI_Language_Danish", "da_DK", k_Lang_Danish, 1030 } ,
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{ "Dutch", "dutch", "#GameUI_Language_Dutch", "nl_NL", k_Lang_Dutch, 1043 } ,
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{ "Finnish", "finnish", "#GameUI_Language_Finnish", "fi_FI", k_Lang_Finnish, 1035 } ,
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{ "Norwegian", "norwegian", "#GameUI_Language_Norwegian", "no_NO", k_Lang_Norwegian, 1044 } ,
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{ "Swedish", "swedish", "#GameUI_Language_Swedish", "sv_SE", k_Lang_Swedish, 1053 } ,
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{ "Romanian", "romanian", "#GameUI_Language_Romanian", "ro_RO", k_Lang_Romanian, 1048 } ,
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{ "Turkish", "turkish", "#GameUI_Language_Turkish", "tr_TR", k_Lang_Turkish, 1055 } ,
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{ "Hungarian", "hungarian", "#GameUI_Language_Hungarian", "hu_HU", k_Lang_Hungarian, 1038 } ,
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{ "Czech", "czech", "#GameUI_Language_Czech", "cs_CZ", k_Lang_Czech, 1029 } ,
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{ "Brazilian", "brazilian", "#GameUI_Language_Brazilian", "pt_BR", k_Lang_Brazilian, 1046 } ,
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{ "Bulgarian", "bulgarian", "#GameUI_Language_Bulgarian", "bg_BG", k_Lang_Bulgarian, 1026 } ,
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{ "Greek", "greek", "#GameUI_Language_Greek", "el_GR", k_Lang_Greek, 1032 },
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{ "Ukrainian", "ukrainian", "#GameUI_Language_Ukrainian", "uk_UA", k_Lang_Ukrainian, 1058 },
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};
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//-----------------------------------------------------------------------------
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// Purpose: translate language enum into closests windows language code ID
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//-----------------------------------------------------------------------------
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int GetLanguageCodeID(ELanguage eLang)
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{
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for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
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{
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if ( s_LanguageNames[iLang].m_ELanguage == eLang )
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return s_LanguageNames[iLang].m_LanguageCodeID;
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}
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// default to English
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return 1033;
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}
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//-----------------------------------------------------------------------------
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// Purpose: find the language by name
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//-----------------------------------------------------------------------------
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ELanguage PchLanguageToELanguage( const char *pchShortName, ELanguage eDefault )
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{
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Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( !pchShortName )
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return eDefault;
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for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
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{
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if ( !Q_stricmp( pchShortName, s_LanguageNames[iLang].m_pchShortName ) )
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{
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return s_LanguageNames[iLang].m_ELanguage;
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}
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}
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// return default
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return eDefault;
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}
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//-----------------------------------------------------------------------------
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// Purpose: find the language by ICU short code
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//-----------------------------------------------------------------------------
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ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault )
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{
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Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( !pchICUCode )
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return eDefault;
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// Match to no more than the param length so either a short 'en' or
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// full 'zh-Hant' can match
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int nLen = Q_strlen( pchICUCode );
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// we only have 5 character ICU codes so this should be enough room
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char rchCleanedCode[ 6 ];
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Q_strncpy( rchCleanedCode, pchICUCode, Q_ARRAYSIZE( rchCleanedCode ) );
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if( nLen >= 3 && rchCleanedCode[ 2 ] == '-' )
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{
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rchCleanedCode[ 2 ] = '_';
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}
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for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
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{
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if ( !Q_strnicmp( rchCleanedCode, s_LanguageNames[iLang].m_pchICUName, nLen ) )
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{
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return s_LanguageNames[iLang].m_ELanguage;
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}
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}
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// return default
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return eDefault;
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the short string name used for this language by SteamUI
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//-----------------------------------------------------------------------------
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const char *GetLanguageShortName( ELanguage eLang )
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{
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COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
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{
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Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
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return s_LanguageNames[ eLang + 1 ].m_pchShortName;
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}
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Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
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return s_LanguageNames[0].m_pchShortName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the ICU code used for this language by SteamUI
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//-----------------------------------------------------------------------------
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const char *GetLanguageICUName( ELanguage eLang )
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{
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COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
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{
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Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
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return s_LanguageNames[ eLang + 1 ].m_pchICUName;
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}
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Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
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return s_LanguageNames[0].m_pchICUName;
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the CLocale name that works with setlocale()
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//-----------------------------------------------------------------------------
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const char *GetLangugeCLocaleName( ELanguage eLang )
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{
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if ( eLang == k_Lang_None )
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return "";
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#ifdef _WIN32
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// table for Win32 is here: http://msdn.microsoft.com/en-us/library/hzz3tw78(v=VS.80).aspx
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// shortname works except for chinese
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switch ( eLang )
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{
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case k_Lang_Simplified_Chinese:
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return "chs"; // or "chinese-simplified"
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case k_Lang_Traditional_Chinese:
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return "cht"; // or "chinese-traditional"
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case k_Lang_Korean:
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return "korean"; // steam likes "koreana" for the name for some reason.
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default:
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return GetLanguageShortName( eLang );
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}
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#else
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switch ( eLang )
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{
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case k_Lang_Simplified_Chinese:
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case k_Lang_Traditional_Chinese:
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return "zh_CN";
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default:
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;
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}
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// ICU codes work on linux/osx
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return GetLanguageICUName( eLang );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: return the short string name used for this language by SteamUI
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//-----------------------------------------------------------------------------
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const char *GetLanguageVGUILocalization( ELanguage eLang )
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{
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COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
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if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
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{
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Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
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return s_LanguageNames[ eLang + 1 ].m_pchVGUILocalizationName;
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}
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Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
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return s_LanguageNames[0].m_pchVGUILocalizationName;
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}
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