Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose: represent a canonical list of the languages we support,
  4. //
  5. //=============================================================================
  6. #ifndef LANG_H
  7. #define LANG_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. // if you change this enum also change language.cpp:s_LanguageNames
  12. enum ELanguage
  13. {
  14. k_Lang_None = -1,
  15. k_Lang_First = 0,
  16. k_Lang_English = 0,
  17. k_Lang_German,
  18. k_Lang_French,
  19. k_Lang_Italian,
  20. k_Lang_Korean,
  21. k_Lang_Spanish,
  22. k_Lang_Simplified_Chinese,
  23. k_Lang_Traditional_Chinese,
  24. k_Lang_Russian,
  25. k_Lang_Thai,
  26. k_Lang_Japanese,
  27. k_Lang_Portuguese,
  28. k_Lang_Polish,
  29. k_Lang_Danish,
  30. k_Lang_Dutch,
  31. k_Lang_Finnish,
  32. k_Lang_Norwegian,
  33. k_Lang_Swedish,
  34. k_Lang_Romanian,
  35. k_Lang_Turkish,
  36. k_Lang_Hungarian,
  37. k_Lang_Czech,
  38. k_Lang_Brazilian,
  39. k_Lang_Bulgarian,
  40. k_Lang_Greek,
  41. k_Lang_Ukrainian,
  42. k_Lang_MAX
  43. };
  44. #define FOR_EACH_LANGUAGE( eLang ) for ( int eLang = (int)k_Lang_First; eLang < k_Lang_MAX; ++eLang )
  45. ELanguage PchLanguageToELanguage(const char *pchShortName, ELanguage eDefault = k_Lang_English);
  46. ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault = k_Lang_English );
  47. const char *GetLanguageShortName( ELanguage eLang );
  48. const char *GetLanguageICUName( ELanguage eLang );
  49. const char *GetLanguageVGUILocalization( ELanguage eLang );
  50. const char *GetLanguageName( ELanguage eLang );
  51. #endif /* LANG_H */