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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);
}
}
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