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https://github.com/AquariaOSE/Aquaria.git
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Move localisation code to BBGE, and allow textures to be localised.
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parent
b22ceb2aa0
commit
7b2fa39428
12 changed files with 174 additions and 153 deletions
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@ -28,31 +28,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "../ExternalLibs/tinyxml.h"
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#endif
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#ifdef BBGE_BUILD_WINDOWS
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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#ifdef BBGE_BUILD_UNIX
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <unistd.h>
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#endif
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#ifdef BBGE_BUILD_MACOSX
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#include <Carbon/Carbon.h>
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#include <CoreFoundation/CFLocale.h>
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#include <CoreFoundation/CFString.h>
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// veeery clunky.
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static std::string _CFToStdString(CFStringRef cs)
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{
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char buf[1024];
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CFStringGetCString(cs, &buf[0], 2048, kCFStringEncodingUTF8);
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return &buf[0];
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}
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#endif
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void UserSettings::save()
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{
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@ -560,11 +535,6 @@ void UserSettings::load(bool doApply, const std::string &overrideFile)
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network.masterServer = serv;
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}
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if (system.locale.empty())
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getSystemLocale();
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else
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debugLog("use user config locale: " + system.locale);
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//clearInputCodeMap();
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if (doApply)
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@ -606,93 +576,18 @@ void UserSettings::apply()
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core->settings.prebufferSounds = audio.prebuffer;
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#endif
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}
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std::string UserSettings::localisePath(const std::string &path, const std::string &modpath)
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{
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if (system.locale.empty())
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return path;
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const std::string fname = path.substr(modpath.length());
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/* we first try with complete locale name, i.e "locales/en_US/" */
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std::string localisedPath = modpath + "locales/" + system.locale + "/" + fname;
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if (exists(localisedPath.c_str()))
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return localisedPath;
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/* ok didn't work, let's retry with only language part of locale name, i.e "locales/en/" */
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const size_t found = system.locale.find('_');
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/* hmm, seems like we didn't have a full locale name anyway, use original path */
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if (found == string::npos)
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return path;
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localisedPath = modpath + "locales/" + system.locale.substr(0,found) + "/" + fname;
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/* hooray we found a file! */
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if (exists(localisedPath.c_str()))
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return localisedPath;
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/* seems like we don't have a localized version of the file available, use original path */
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return path;
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}
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void UserSettings::getSystemLocale()
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{
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system.isSystemLocale = true;
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#ifdef BBGE_BUILD_WINDOWS
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LCID lcid = GetThreadLocale();
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char buf[100];
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char ctry[100];
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if (GetLocaleInfo(lcid, LOCALE_SISO639LANGNAME, buf, sizeof buf) != 0)
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{
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system.locale = buf;
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if (GetLocaleInfo(lcid, LOCALE_SISO3166CTRYNAME, ctry, sizeof ctry) != 0)
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{
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system.locale += "_";
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system.locale += ctry;
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}
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std::string loc = getSystemLocale();
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debugLog("Using autodetected system locale: " + loc);
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setUsedLocale(loc);
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}
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#elif BBGE_BUILD_MACOSX
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CFLocaleRef locale = CFLocaleCopyCurrent();
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CFStringRef buf;
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if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleLanguageCode)) != NULL)
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{
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system.locale = _CFToStdString(buf);
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CFRelease(buf);
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if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleCountryCode)) != NULL)
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{
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system.locale += "_";
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system.locale += _CFToStdString(buf);
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CFRelease(buf);
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}
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}
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CFRelease(locale);
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#else
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const char *lang = (const char *)getenv("LANG");
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if (lang && *lang)
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{
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system.locale = lang;
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size_t found = system.locale.find('.');
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if (found != string::npos)
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system.locale.resize(found);
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}
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#endif
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if (system.locale.empty())
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debugLog("could not establish system locale");
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else
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debugLog("use system locale: " + system.locale);
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{
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debugLog("Using user config locale: " + system.locale);
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setUsedLocale(system.locale);
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}
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#endif
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}
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