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using System;
using System.Collections.Generic;
using System.Linq;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>Encapsulates access to arbitrary translations. 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 Translator
{
/*********
** Fields
*********/
/// <summary>The translations for each locale.</summary>
private readonly IDictionary<string, IDictionary<string, string>> All = new Dictionary<string, IDictionary<string, string>>(StringComparer.OrdinalIgnoreCase);
/// <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>
public Translator()
{
this.SetLocale(string.Empty, LocalizedContentManager.LanguageCode.en);
}
/// <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>
public void SetLocale(string locale, LocalizedContentManager.LanguageCode localeEnum)
{
this.Locale = locale.ToLower().Trim();
this.LocaleEnum = localeEnum;
this.ForLocale = new Dictionary<string, Translation>(StringComparer.OrdinalIgnoreCase);
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.Locale, pair.Key, pair.Value));
}
}
}
/// <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.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 Translator 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.OrdinalIgnoreCase);
// rebuild cache
this.SetLocale(this.Locale, this.LocaleEnum);
return this;
}
/*********
** 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";
}
}
}
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