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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 06:28:30 +02:00
VVVVVV/desktop_version/src/Localization.h
Dav999 f4bdea7d6d Add a system for selecting between wordy/wordy2
Some languages have different spellings of wordy numbers based on the
gender of the things they're counting (uno crewmate versus una trinket)
or what a number's role is in the sentence (e.g. twenta out of twentu).
We've always had the idea we couldn't support such complex differences
though, because the game can't be adapted to know what gender each
object will have and what word classes might exist in other languages,
so translators would in those cases just have to forgo the wordy
numbers and just let the game use "20 out of 20".

A solution we came up semi-recently though (after all translations were
finished except for Arabic), was to allow the translator to define
however many classes of wordy numbers they need, and fill them all out.
This would not need the game to be *adapted* for every language's
specific grammar and word genders/classes. Instead, the translator
would just choose their correct self-defined class at the time they use
`wordy` in the VFormat placeholder. Something like
{n|wordy|class=feminine}, or {n|wordy_feminine}.

So this would benefit several languages, but we came up with the
solution a little late for all languages to benefit from it. The Arabic
translators asked for two separate classes of wordy numbers though, so
my plan is to first just have a second list of wordy numbers
(translation2 in numbers.xml), which can be accessed by passing the
`wordy2` flag to VFormat, instead of `wordy`.

Once 2.4 is released, we can take our time to do it properly. This
would involve the ability for translators to define however many
classes they need, to name them what they want, and this name would
then be useable in VFormat placeholders. We can convert all existing
translations to have one class defined by default, such as "wordy", or
"translation" depending on implementation, but there's not so much
concern for maintaining backwards compatibility here, so we can do a
mass-switchover for all language files. That said, it wouldn't be too
hard to add a special case for "translation" being "wordy" either.
We can then ask translators if they would like to change anything with
the new system in place.

For now, we can use this system for Arabic, maybe Spanish since there
were complaints about uno/una, and *maybe* Dutch (it has a thing where
the number "one" is often capitalized differently, but it's not
mandatory per se)
2024-01-06 14:11:40 -08:00

101 lines
3.5 KiB
C++

#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;
std::string gamepad_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;
uint8_t font_idx;
};
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 bool pre_title_lang_menu;
extern std::string lang;
extern std::string lang_custom;
extern bool english_sprites;
extern std::string new_level_font;
extern LangMeta langmeta;
extern std::vector<LangMeta> languagelist;
extern int languagelist_curlang;
extern bool show_translator_menu;
extern size_t limitscheck_current_overflow;
extern std::vector<std::string> testable_script_ids;
extern int n_untranslated_roomnames;
extern int n_unexplained_roomnames;
extern int n_untranslated_roomnames_custom;
extern int n_unexplained_roomnames_custom;
extern int n_untranslated_roomnames_area[9];
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_case(const char* eng, char textcase);
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 char* number_class);
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 */