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Move localisation code to BBGE, and allow textures to be localised.

This commit is contained in:
fgenesis 2012-07-10 22:16:48 +02:00
commit 7b2fa39428
12 changed files with 174 additions and 153 deletions

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@ -39,6 +39,7 @@ BUILD_LINUX
#include "Flags.h"
//#include "Scripting.h"
#include "Effects.h"
#include "Localization.h"
#include "DarkLayer.h"

120
BBGE/Localization.cpp Normal file
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@ -0,0 +1,120 @@
#include "Localization.h"
#ifdef BBGE_BUILD_WINDOWS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#ifdef BBGE_BUILD_UNIX
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#endif
#ifdef BBGE_BUILD_MACOSX
#include <Carbon/Carbon.h>
#include <CoreFoundation/CFLocale.h>
#include <CoreFoundation/CFString.h>
// veeery clunky.
static std::string _CFToStdString(CFStringRef cs)
{
char buf[1024];
CFStringGetCString(cs, &buf[0], 2048, kCFStringEncodingUTF8);
return &buf[0];
}
#endif
static std::string s_locale;
void setUsedLocale(const std::string& s)
{
s_locale = s;
}
std::string localisePath(const std::string &path, const std::string &modpath /* = "" */)
{
if (s_locale.empty())
return path;
const std::string fname = path.substr(modpath.length());
/* we first try with complete locale name, i.e "locales/en_US/" */
std::string localisedPath = modpath + "locales/" + s_locale + "/" + fname;
if (exists(localisedPath.c_str()))
return localisedPath;
/* ok didn't work, let's retry with only language part of locale name, i.e "locales/en/" */
const size_t found = s_locale.find('_');
/* hmm, seems like we didn't have a full locale name anyway, use original path */
if (found == std::string::npos)
return path;
localisedPath = modpath + "locales/" + s_locale.substr(0,found) + "/" + fname;
/* hooray we found a file! */
if (exists(localisedPath.c_str()))
return localisedPath;
/* seems like we don't have a localized version of the file available, use original path */
return path;
}
std::string getSystemLocale()
{
std::string localeStr;
#ifdef BBGE_BUILD_WINDOWS
LCID lcid = GetThreadLocale();
char buf[100];
char ctry[100];
if (GetLocaleInfo(lcid, LOCALE_SISO639LANGNAME, buf, sizeof buf) != 0)
{
localeStr = buf;
if (GetLocaleInfo(lcid, LOCALE_SISO3166CTRYNAME, ctry, sizeof ctry) != 0)
{
localeStr += "_";
localeStr += ctry;
}
}
#elif BBGE_BUILD_MACOSX
CFLocaleRef locale = CFLocaleCopyCurrent();
CFStringRef buf;
if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleLanguageCode)) != NULL)
{
localeStr = _CFToStdString(buf);
CFRelease(buf);
if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleCountryCode)) != NULL)
{
system.locale += "_";
system.locale += _CFToStdString(buf);
CFRelease(buf);
}
}
CFRelease(locale);
#else
const char *lang = (const char *)getenv("LANG");
if (lang && *lang)
{
localeStr = lang;
size_t found = system.locale.find('.');
if (found != string::npos)
localeStr.resize(found);
}
#endif
return localeStr;
}

10
BBGE/Localization.h Normal file
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@ -0,0 +1,10 @@
#ifndef LOCALIZATION_H
#define LOCALIZATION_H
#include "Base.h"
void setUsedLocale(const std::string& s);
std::string localisePath(const std::string &path, const std::string &modpath = "");
std::string getSystemLocale();
#endif

View file

@ -281,9 +281,6 @@ void Texture::load(std::string file)
return;
}
stringToLowerUserData(file);
file = core->adjustFilenameCase(file);
loadName = file;
repeating = false;
@ -298,26 +295,28 @@ void Texture::load(std::string file)
pos = std::string::npos;
}
if (core->debugLogTextures)
/*if (core->debugLogTextures)
{
std::ostringstream os;
os << "pos [" << pos << "], file :" << file;
debugLog(os.str());
}*/
bool found = exists(file);
if(!found && exists(file + ".png"))
{
found = true;
file += ".png";
}
bool found = exists(file);
if(!found && exists(file + ".png"))
{
found = true;
file += ".png";
}
// .tga/.zga are never used as game graphics anywhere except save slot thumbnails.
// if so, their file names are passed exact, not with a missing extension
// .tga/.zga are never used as game graphics anywhere except save slot thumbnails.
// if so, their file names are passed exact, not with a missing extension
if (found)
{
file = localisePath(file);
/*
std::ostringstream os;
os << "Loading texture [" << file << "]";