using System.Collections.Generic; using StardewValley; namespace StardewModdingAPI { /// <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> public interface ITranslationHelper : IModLinked { /********* ** Accessors *********/ /// <summary>The current locale code like <c>fr-FR</c>, or an empty string for English.</summary> string Locale { get; } /// <summary>The game's current language code.</summary> LocalizedContentManager.LanguageCode LocaleEnum { get; } /********* ** Public methods *********/ /// <summary>Get all translations for the current locale.</summary> IEnumerable<Translation> GetTranslations(); /// <summary>Get a translation for the current locale.</summary> /// <param name="key">The translation key.</param> Translation Get(string key); /// <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> Translation Get(string key, object? tokens); /// <summary>Get a translation in every locale for which it's defined.</summary> /// <param name="key">The translation key.</param> /// <param name="withFallback">Whether to add duplicate translations for locale fallback. For example, if a translation is defined in <c>default.json</c> but not <c>fr.json</c>, setting this to true will add a <c>fr</c> entry which duplicates the default text.</param> IDictionary<string, Translation> GetInAllLocales(string key, bool withFallback = false); } }