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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: represent a canonical list of the languages we support,
//
//=============================================================================
#ifndef LANG_H
#define LANG_H
#ifdef _WIN32
#pragma once
#endif
// if you change this enum also change language.cpp:s_LanguageNames
enum ELanguage { k_Lang_None = -1, k_Lang_First = 0, k_Lang_English = 0, k_Lang_German, k_Lang_French, k_Lang_Italian, k_Lang_Korean, k_Lang_Spanish, k_Lang_Simplified_Chinese, k_Lang_Traditional_Chinese, k_Lang_Russian, k_Lang_Thai, k_Lang_Japanese, k_Lang_Portuguese, k_Lang_Polish, k_Lang_Danish, k_Lang_Dutch, k_Lang_Finnish, k_Lang_Norwegian, k_Lang_Swedish, k_Lang_Romanian, k_Lang_Turkish, k_Lang_Hungarian, k_Lang_Czech, k_Lang_Brazilian, k_Lang_Bulgarian, k_Lang_Greek, k_Lang_Ukrainian, k_Lang_MAX };
#define FOR_EACH_LANGUAGE( eLang ) for ( int eLang = (int)k_Lang_First; eLang < k_Lang_MAX; ++eLang )
ELanguage PchLanguageToELanguage(const char *pchShortName, ELanguage eDefault = k_Lang_English); ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault = k_Lang_English ); const char *GetLanguageShortName( ELanguage eLang ); const char *GetLanguageICUName( ELanguage eLang ); const char *GetLanguageVGUILocalization( ELanguage eLang ); const char *GetLanguageName( ELanguage eLang );
#endif /* LANG_H */
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