diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs new file mode 100644 index 00000000..bbe3a81a --- /dev/null +++ b/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs @@ -0,0 +1,140 @@ +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> < <c>pt.json</c> < <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"; + } + } +} |