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Add Localization.cpp/h (not compiled yet)

This commit is part of rewritten history of the localization branch.
The original (unsquashed) commit history can be found here:
https://github.com/Dav999-v/VVVVVV/tree/localization-orig
This commit is contained in:
Dav999-v 2022-12-29 05:22:40 +01:00 committed by Misa Elizabeth Kai
parent 72f030fd8e
commit 98742ed852
3 changed files with 483 additions and 0 deletions

View file

@ -6189,6 +6189,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
option("audio");
option("game pad");
option("accessibility");
option(loc::gettext("language"));
option("return");
menuyoff = 0;
maxspacing = 15;

View file

@ -0,0 +1,389 @@
#define LOCALIZATION_CPP
#include "Localization.h"
#include "LocalizationStorage.h"
#include <utf8/unchecked.h>
#include "Game.h"
#include "UtilityClass.h"
#include "VFormat.h"
namespace loc
{
bool lang_set = false;
std::string lang = "en";
std::string lang_custom = "";
LangMeta langmeta;
// language screen list
std::vector<LangMeta> languagelist;
int languagelist_curlang;
bool show_translator_menu = false;
size_t limitscheck_current_overflow;
int n_untranslated_roomnames = 0;
int n_unexplained_roomnames = 0;
int n_untranslated_roomnames_custom = 0;
int n_unexplained_roomnames_custom = 0;
int n_untranslated[COUNT_UNTRANSLATED_INDEX] = {0};
const LangMeta* get_langmeta(void)
{
if (game.currentmenuname == Menu::language && (unsigned)game.currentmenuoption < languagelist.size())
{
return &languagelist[game.currentmenuoption];
}
return &langmeta;
}
const char* gettext(const char* eng)
{
if (lang == "en")
{
return eng;
}
return map_lookup_text(map_translation, eng, eng);
}
static const char* gettext_plural_english(const char* eng_plural, const char* eng_singular, int n)
{
/* Do be consistent with negative number handling for other languages... */
if (n == 1 || n == -1)
{
return eng_singular;
}
return eng_plural;
}
const char* gettext_plural(const char* eng_plural, const char* eng_singular, int n)
{
if (lang != "en")
{
unsigned char form = form_for_count(n);
char* key = add_disambiguator(form+1, eng_plural, NULL);
if (key != NULL)
{
const char* tra = map_lookup_text(map_translation_plural, key, NULL);
SDL_free(key);
if (tra != NULL)
{
return tra;
}
}
}
return gettext_plural_english(eng_plural, eng_singular, n);
}
void gettext_plural_fill(char* buf, size_t buf_len, const char* eng_plural, const char* eng_singular, const char* args_index, ...)
{
/* Choose the right plural string based on a number, and then vformat that string.
* The first vararg determines the specific plural form. */
va_list args;
va_start(args, args_index);
int count = va_arg(args, int);
va_end(args);
const char* tra = gettext_plural(eng_plural, eng_singular, count);
va_start(args, args_index);
vformat_buf_valist(buf, buf_len, tra, args_index, args);
va_end(args);
}
std::string getnumber(int n)
{
if (n < 0 || n > 100)
{
return help.String(n);
}
if (number[n].empty())
{
return help.String(n);
}
return number[n];
}
static bool is_script_custom(const char* script_id)
{
return SDL_strncmp(script_id, "custom_", 7) == 0;
}
const TextboxFormat* gettext_cutscene(const std::string& script_id, const std::string& eng, char textcase)
{
hashmap* map;
const char* map_script_key;
if (is_script_custom(script_id.c_str()))
{
map = map_translation_cutscene_custom;
map_script_key = &script_id.c_str()[7];
}
else
{
if (lang == "en")
{
return NULL;
}
map = map_translation_cutscene;
map_script_key = script_id.c_str();
}
uintptr_t ptr_cutscene_map;
bool found = hashmap_get(map, (void*) map_script_key, SDL_strlen(map_script_key), &ptr_cutscene_map);
hashmap* cutscene_map = (hashmap*) ptr_cutscene_map;
if (!found || cutscene_map == NULL)
{
return NULL;
}
size_t alloc_len;
char* key = add_disambiguator(textcase, eng.c_str(), &alloc_len);
if (key == NULL)
{
return NULL;
}
uintptr_t ptr_format;
found = hashmap_get(cutscene_map, (void*) key, alloc_len-1, &ptr_format);
const TextboxFormat* format = (TextboxFormat*) ptr_format;
SDL_free(key);
if (!found)
{
return NULL;
}
return format;
}
const char* get_roomname_explanation(bool custom_level, int roomx, int roomy)
{
/* Never returns NULL. */
if (!fix_room_coords(custom_level, &roomx, &roomy))
{
return "";
}
const char* explanation;
if (custom_level)
{
explanation = explanation_roomnames_custom[roomy][roomx];
}
else
{
explanation = explanation_roomnames[roomy][roomx];
}
if (explanation == NULL)
{
return "";
}
return explanation;
}
const char* get_roomname_translation(bool custom_level, int roomx, int roomy)
{
/* Only looks for the translation, doesn't return English fallback.
* Never returns NULL.
* Also used for room name translation mode. */
if (!fix_room_coords(custom_level, &roomx, &roomy))
{
return "";
}
const char* tra;
if (custom_level)
{
tra = translation_roomnames_custom[roomy][roomx];
}
else
{
tra = translation_roomnames[roomy][roomx];
}
if (tra == NULL)
{
return "";
}
return tra;
}
const char* gettext_roomname(bool custom_level, int roomx, int roomy, const char* eng, bool special)
{
if (!custom_level && lang == "en")
{
return eng;
}
if (special)
{
return gettext_roomname_special(eng);
}
const char* tra = get_roomname_translation(custom_level, roomx, roomy);
if (tra[0] == '\0')
{
return eng;
}
return tra;
}
const char* gettext_roomname_special(const char* eng)
{
if (lang == "en")
{
return eng;
}
return map_lookup_text(map_translation_roomnames_special, eng, eng);
}
bool is_cutscene_translated(const std::string& script_id)
{
hashmap* map;
const char* map_script_key;
if (is_script_custom(script_id.c_str()))
{
map = map_translation_cutscene_custom;
map_script_key = &script_id.c_str()[7];
}
else
{
if (lang == "en")
{
return false;
}
map = map_translation_cutscene;
map_script_key = script_id.c_str();
}
uintptr_t ptr_unused;
return hashmap_get(map, (void*) map_script_key, SDL_strlen(map_script_key), &ptr_unused);
}
uint32_t toupper_ch(uint32_t ch)
{
// Convert a single Unicode codepoint to its uppercase variant
// Supports important Latin (1 and A), Cyrillic and Greek
// Turkish i?
if (get_langmeta()->toupper_i_dot && ch == 'i') return 0x130;
// a-z?
if ('a' <= ch && ch <= 'z') return ch - 0x20;
// Latin-1 Supplement? But not the division sign
if (0xE0 <= ch && ch <= 0xFE && ch != 0xF7) return ch - 0x20;
// ß? Yes, we do have this! And otherwise we could only replace it with SS later on.
if (ch == 0xDF) return 0x1E9E;
// ÿ?
if (ch == 0xFF) return 0x178;
// Let's get some exceptions for Latin Extended-A out of the way, starting with ı
if (ch == 0x131) return 'I';
// This range between two obscure exceptions...
if (0x139 <= ch && ch <= 0x148 && ch % 2 == 0) return ch - 1;
// The rest of Latin Extended-A?
if (0x100 <= ch && ch <= 0x177 && ch % 2 == 1) return ch - 1;
// Okay, Ÿ also pushed some aside...
if (0x179 <= ch && ch <= 0x17E && ch % 2 == 0) return ch - 1;
// Can't hurt to support Romanian properly...
if (ch == 0x219 || ch == 0x21B) return ch - 1;
// Cyrillic а-я?
if (0x430 <= ch && ch <= 0x44F) return ch - 0x20;
// There's probably a good reason Cyrillic upper and lower accents are wrapped around the alphabet...
if (0x450 <= ch && ch <= 0x45F) return ch - 0x50;
// Apparently a Ukrainian letter is all the way over there, why not.
if (ch == 0x491) return ch - 1;
// Time for Greek, thankfully we're not making a lowercasing function with that double sigma!
if (ch == 0x3C2) return 0x3A3;
// The entire Greek alphabet then, along with two accented letters
if (0x3B1 <= ch && ch <= 0x3CB) return ch - 0x20;
// Unfortunately Greek accented letters are all over the place.
if (ch == 0x3AC) return 0x386;
if (0x3AD <= ch && ch <= 0x3AF) return ch - 0x25;
if (ch == 0x3CC) return 0x38C;
if (ch == 0x3CD || ch == 0x3CE) return ch - 0x3F;
// Nothing matched! Just leave it as is
return ch;
}
std::string toupper(const std::string& lower)
{
// Convert a UTF-8 string to uppercase
if (!get_langmeta()->toupper)
{
return lower;
}
std::string upper;
std::back_insert_iterator<std::string> inserter = std::back_inserter(upper);
std::string::const_iterator iter = lower.begin();
bool ignorenext = false;
while (iter != lower.end())
{
uint32_t ch = utf8::unchecked::next(iter);
if (get_langmeta()->toupper_lower_escape_char && ch == '~')
{
ignorenext = true;
continue;
}
if (!ignorenext)
{
ch = toupper_ch(ch);
}
utf8::unchecked::append(ch, inserter);
ignorenext = false;
}
return upper;
}
std::string remove_toupper_escape_chars(const std::string& _s)
{
// No-op, except if langmeta.toupper_lower_escape_char, to remove the ~ escape character
if (!get_langmeta()->toupper_lower_escape_char)
{
return _s;
}
std::string s = std::string(_s);
for (signed int i = s.size()-1; i >= 0; i--)
{
if (s[i] == '~')
{
s.erase(i, 1);
}
}
return s;
}
} /* namespace loc */

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@ -0,0 +1,93 @@
#ifndef LOCALIZATION_H
#define LOCALIZATION_H
#include <stdint.h>
#include <string>
#include <vector>
/* The translator menu will appear in any of the following circumstances:
* - The "lang" folder is NOT next to data.zip, but it is found in "desktop_version" within which the game is running
* - The command line argument "-translator" is passed
* - ALWAYS_SHOW_TRANSLATOR_MENU is defined
*/
// #define ALWAYS_SHOW_TRANSLATOR_MENU
namespace loc
{
struct LangMeta
{
bool active; // = true, language is shown in the list
std::string code;
std::string nativename;
std::string credit;
std::string action_hint;
bool autowordwrap; // = true; enable automatic wordwrapping
bool toupper; // = true; enable automatic full-caps for menu options
bool toupper_i_dot; // = false; enable Turkish i mapping when uppercasing
bool toupper_lower_escape_char; // = false; enable ~ to mark lowercase letters for uppercasing
std::string menu_select;
std::string menu_select_tight;
unsigned char font_w;
unsigned char font_h;
};
struct TextboxFormat
{
const char* text;
unsigned short wraplimit; // = 36*8-pad_left-pad_right; no effect if tt or !langmeta.autowordwrap
unsigned short wraplimit_raw; // original value of wraplimit, only used for language file sync
bool tt; // teletype, don't auto-wordwrap
bool centertext; // whether the text should be centered inside the box
unsigned char pad_left; // pad with X characters
unsigned char pad_right;
unsigned short padtowidth; // pad to X pixels (0 to disable)
};
extern bool lang_set;
extern std::string lang;
extern std::string lang_custom;
extern LangMeta langmeta;
extern std::vector<LangMeta> languagelist;
extern int languagelist_curlang;
extern bool show_translator_menu;
extern size_t limitscheck_current_overflow;
extern int n_untranslated_roomnames;
extern int n_unexplained_roomnames;
extern int n_untranslated_roomnames_custom;
extern int n_unexplained_roomnames_custom;
enum n_untranslated_index
{
UNTRANSLATED_STRINGS = 0,
UNTRANSLATED_NUMBERS,
UNTRANSLATED_STRINGS_PLURAL,
UNTRANSLATED_CUTSCENES,
UNTRANSLATED_ROOMNAMES_SPECIAL,
COUNT_UNTRANSLATED_INDEX
};
extern int n_untranslated[COUNT_UNTRANSLATED_INDEX];
const LangMeta* get_langmeta(void);
const char* gettext(const char* eng);
const char* gettext_plural(const char* eng_plural, const char* eng_singular, int count);
void gettext_plural_fill(char* buf, size_t buf_len, const char* eng_plural, const char* eng_singular, const char* args_index, ...);
std::string getnumber(int n);
const TextboxFormat* gettext_cutscene(const std::string& script_id, const std::string& eng, char textcase);
const char* get_roomname_explanation(bool custom_level, int roomx, int roomy);
const char* get_roomname_translation(bool custom_level, int roomx, int roomy);
const char* gettext_roomname(bool custom_level, int roomx, int roomy, const char* eng, bool special);
const char* gettext_roomname_special(const char* eng);
bool is_cutscene_translated(const std::string& script_id);
uint32_t toupper_ch(uint32_t ch);
std::string toupper(const std::string& lower);
std::string remove_toupper_escape_chars(const std::string& _s);
} /* namespace loc */
#endif /* LOCALIZATION_H */