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//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose: languages definition
//
//=============================================================================
#include "language.h"
#include "tier0/dbg.h"
#include "tier1/strtools.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
struct Language_t { const char *m_pchName; const char *m_pchShortName; const char *m_pchVGUILocalizationName; const char *m_pchICUName; // used by osx; ISO-639-1 + ISO-3166-1 alpha-2. http://userguide.icu-project.org/locale/examples
ELanguage m_ELanguage; int m_LanguageCodeID; };
// REVIEW
// es_ES - use new world spanish country code instead?
// zh_CN - validate that SC date formats come through
// bt_BR - assume we should use Brazilian rather than Iberian portguese
static const Language_t s_LanguageNames[] = { { "None", "none", "None", "none", k_Lang_None, 0 }, { "English", "english", "#GameUI_Language_English", "en_US", k_Lang_English, 1033 }, { "German", "german", "#GameUI_Language_German", "de_DE", k_Lang_German, 1031 } , { "French", "french", "#GameUI_Language_French", "fr_FR", k_Lang_French, 1036 } , { "Italian", "italian", "#GameUI_Language_Italian", "it_IT", k_Lang_Italian, 1040 } , { "Korean", "koreana", "#GameUI_Language_Korean", "ko_KR", k_Lang_Korean, 1042 } , { "Spanish", "spanish", "#GameUI_Language_Spanish", "es_ES", k_Lang_Spanish, 1034 }, { "Simplified_Chinese", "schinese", "#GameUI_Language_Simplified_Chinese", "zh_CN", k_Lang_Simplified_Chinese, 2052 }, { "Traditional_Chinese", "tchinese", "#GameUI_Language_Traditional_Chinese", "zh_TW", k_Lang_Traditional_Chinese, 1028 }, { "Russian", "russian", "#GameUI_Language_Russian", "ru_RU", k_Lang_Russian, 1049 } , { "Thai", "thai", "#GameUI_Language_Thai", "th_TH", k_Lang_Thai, 1054 } , { "Japanese", "japanese", "#GameUI_Language_Japanese", "ja_JP", k_Lang_Japanese, 1041 } , { "Portuguese", "portuguese", "#GameUI_Language_Portuguese", "pt_PT", k_Lang_Portuguese, 2070 } , { "Polish", "polish", "#GameUI_Language_Polish", "pl_PL", k_Lang_Polish, 1045 } , { "Danish", "danish", "#GameUI_Language_Danish", "da_DK", k_Lang_Danish, 1030 } , { "Dutch", "dutch", "#GameUI_Language_Dutch", "nl_NL", k_Lang_Dutch, 1043 } , { "Finnish", "finnish", "#GameUI_Language_Finnish", "fi_FI", k_Lang_Finnish, 1035 } , { "Norwegian", "norwegian", "#GameUI_Language_Norwegian", "no_NO", k_Lang_Norwegian, 1044 } , { "Swedish", "swedish", "#GameUI_Language_Swedish", "sv_SE", k_Lang_Swedish, 1053 } , { "Romanian", "romanian", "#GameUI_Language_Romanian", "ro_RO", k_Lang_Romanian, 1048 } , { "Turkish", "turkish", "#GameUI_Language_Turkish", "tr_TR", k_Lang_Turkish, 1055 } , { "Hungarian", "hungarian", "#GameUI_Language_Hungarian", "hu_HU", k_Lang_Hungarian, 1038 } , { "Czech", "czech", "#GameUI_Language_Czech", "cs_CZ", k_Lang_Czech, 1029 } , { "Brazilian", "brazilian", "#GameUI_Language_Brazilian", "pt_BR", k_Lang_Brazilian, 1046 } , { "Bulgarian", "bulgarian", "#GameUI_Language_Bulgarian", "bg_BG", k_Lang_Bulgarian, 1026 } , };
//-----------------------------------------------------------------------------
// Purpose: translate language enum into closests windows language code ID
//-----------------------------------------------------------------------------
int GetLanguageCodeID(ELanguage eLang) { for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang ) { if ( s_LanguageNames[iLang].m_ELanguage == eLang ) return s_LanguageNames[iLang].m_LanguageCodeID; }
// default to English
return 1033; }
//-----------------------------------------------------------------------------
// Purpose: find the language by name
//-----------------------------------------------------------------------------
ELanguage PchLanguageToELanguage( const char *pchShortName, ELanguage eDefault ) { COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); if ( !pchShortName ) return eDefault;
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang ) { if ( !Q_stricmp( pchShortName, s_LanguageNames[iLang].m_pchShortName ) ) { return s_LanguageNames[iLang].m_ELanguage; } }
// return default
return eDefault; }
//-----------------------------------------------------------------------------
// Purpose: find the language by ICU short code
//-----------------------------------------------------------------------------
ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault ) { COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); if ( !pchICUCode ) return eDefault;
// Match to no more than the param length so either a short 'en' or
// full 'zh-Hant' can match
int nLen = Q_strlen( pchICUCode );
// we only have 5 character ICU codes so this should be enough room
char rchCleanedCode[ 6 ]; Q_strncpy( rchCleanedCode, pchICUCode, Q_ARRAYSIZE( rchCleanedCode ) ); if( nLen >= 3 && rchCleanedCode[ 2 ] == '-' ) { rchCleanedCode[ 2 ] = '_'; }
for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang ) { if ( !Q_strnicmp( rchCleanedCode, s_LanguageNames[iLang].m_pchICUName, nLen ) ) { return s_LanguageNames[iLang].m_ELanguage; } }
// return default
return eDefault; }
//-----------------------------------------------------------------------------
// Purpose: return the short string name used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageShortName( ELanguage eLang ) { COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang ) { return s_LanguageNames[ eLang + 1 ].m_pchShortName; }
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" ); return s_LanguageNames[0].m_pchShortName; }
//-----------------------------------------------------------------------------
// Purpose: return the ICU code used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageICUName( ELanguage eLang ) { COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang ) { return s_LanguageNames[ eLang + 1 ].m_pchICUName; }
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" ); return s_LanguageNames[0].m_pchICUName; }
//-----------------------------------------------------------------------------
// Purpose: return the CLocale name that works with setlocale()
//-----------------------------------------------------------------------------
const char *GetLangugeCLocaleName( ELanguage eLang ) { if ( eLang == k_Lang_None ) return "";
#ifdef _WIN32
// table for Win32 is here: http://msdn.microsoft.com/en-us/library/hzz3tw78(v=VS.80).aspx
// shortname works except for chinese
switch ( eLang ) { case k_Lang_Simplified_Chinese: return "chs"; // or "chinese-simplified"
case k_Lang_Traditional_Chinese: return "cht"; // or "chinese-traditional"
case k_Lang_Korean: return "korean"; // steam likes "koreana" for the name for some reason.
default: return GetLanguageShortName( eLang ); }
#else
switch ( eLang ) { case k_Lang_Simplified_Chinese: case k_Lang_Traditional_Chinese: return "zh_CN"; default: ; }
// ICU codes work on linux/osx
return GetLanguageICUName( eLang ); #endif
}
//-----------------------------------------------------------------------------
// Purpose: return the short string name used for this language by SteamUI
//-----------------------------------------------------------------------------
const char *GetLanguageVGUILocalization( ELanguage eLang ) { COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang ) { return s_LanguageNames[ eLang + 1 ].m_pchVGUILocalizationName; }
Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" ); return s_LanguageNames[0].m_pchVGUILocalizationName; }
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