diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs | 140 |
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> < <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"; - } - } -} |