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+using System;
+using System.Collections.Generic;
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework.ModHelpers
+{
+ /// <summary>Provides translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> &lt; <c>pt.json</c> &lt; <c>default.json</c>).</summary>
+ internal class TranslationHelper : BaseHelper, ITranslationHelper
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The name of the relevant mod for error messages.</summary>
+ private readonly string ModName;
+
+ /// <summary>The translations for each locale.</summary>
+ private readonly IDictionary<string, IDictionary<string, string>> All = new Dictionary<string, IDictionary<string, string>>(StringComparer.InvariantCultureIgnoreCase);
+
+ /// <summary>The translations for the current locale, with locale fallback taken into account.</summary>
+ private IDictionary<string, Translation> ForLocale;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The current locale.</summary>
+ public string Locale { get; private set; }
+
+ /// <summary>The game's current language code.</summary>
+ public LocalizedContentManager.LanguageCode LocaleEnum { get; private set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="modID">The unique ID of the relevant mod.</param>
+ /// <param name="modName">The name of the relevant mod for error messages.</param>
+ /// <param name="locale">The initial locale.</param>
+ /// <param name="languageCode">The game's current language code.</param>
+ public TranslationHelper(string modID, string modName, string locale, LocalizedContentManager.LanguageCode languageCode)
+ : base(modID)
+ {
+ // save data
+ this.ModName = modName;
+
+ // set locale
+ this.SetLocale(locale, languageCode);
+ }
+
+ /// <summary>Get all translations for the current locale.</summary>
+ public IEnumerable<Translation> GetTranslations()
+ {
+ return this.ForLocale.Values.ToArray();
+ }
+
+ /// <summary>Get a translation for the current locale.</summary>
+ /// <param name="key">The translation key.</param>
+ public Translation Get(string key)
+ {
+ this.ForLocale.TryGetValue(key, out Translation translation);
+ return translation ?? new Translation(this.ModName, this.Locale, key, null);
+ }
+
+ /// <summary>Get a translation for the current locale.</summary>
+ /// <param name="key">The translation key.</param>
+ /// <param name="tokens">An object containing token key/value pairs. This can be an anonymous object (like <c>new { value = 42, name = "Cranberries" }</c>), a dictionary, or a class instance.</param>
+ public Translation Get(string key, object tokens)
+ {
+ return this.Get(key).Tokens(tokens);
+ }
+
+ /// <summary>Set the translations to use.</summary>
+ /// <param name="translations">The translations to use.</param>
+ internal TranslationHelper SetTranslations(IDictionary<string, IDictionary<string, string>> translations)
+ {
+ // reset translations
+ this.All.Clear();
+ foreach (var pair in translations)
+ this.All[pair.Key] = new Dictionary<string, string>(pair.Value, StringComparer.InvariantCultureIgnoreCase);
+
+ // rebuild cache
+ this.SetLocale(this.Locale, this.LocaleEnum);
+
+ return this;
+ }
+
+ /// <summary>Set the current locale and precache translations.</summary>
+ /// <param name="locale">The current locale.</param>
+ /// <param name="localeEnum">The game's current language code.</param>
+ internal void SetLocale(string locale, LocalizedContentManager.LanguageCode localeEnum)
+ {
+ this.Locale = locale.ToLower().Trim();
+ this.LocaleEnum = localeEnum;
+
+ this.ForLocale = new Dictionary<string, Translation>(StringComparer.InvariantCultureIgnoreCase);
+ foreach (string next in this.GetRelevantLocales(this.Locale))
+ {
+ // skip if locale not defined
+ if (!this.All.TryGetValue(next, out IDictionary<string, string> translations))
+ continue;
+
+ // add missing translations
+ foreach (var pair in translations)
+ {
+ if (!this.ForLocale.ContainsKey(pair.Key))
+ this.ForLocale.Add(pair.Key, new Translation(this.ModName, this.Locale, pair.Key, pair.Value));
+ }
+ }
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the locales which can provide translations for the given locale, in precedence order.</summary>
+ /// <param name="locale">The locale for which to find valid locales.</param>
+ private IEnumerable<string> GetRelevantLocales(string locale)
+ {
+ // given locale
+ yield return locale;
+
+ // broader locales (like pt-BR => pt)
+ while (true)
+ {
+ int dashIndex = locale.LastIndexOf('-');
+ if (dashIndex <= 0)
+ break;
+
+ locale = locale.Substring(0, dashIndex);
+ yield return locale;
+ }
+
+ // default
+ if (locale != "default")
+ yield return "default";
+ }
+ }
+}