summaryrefslogtreecommitdiff
path: root/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs
diff options
context:
space:
mode:
Diffstat (limited to 'src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs')
-rw-r--r--src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs140
1 files changed, 0 insertions, 140 deletions
diff --git a/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs
deleted file mode 100644
index bbe3a81a..00000000
--- a/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs
+++ /dev/null
@@ -1,140 +0,0 @@
-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";
- }
- }
-}