languages.cpp 4.6 KB

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  1. /*
  2. * languages.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "languages.h"
  12. #include "../lib/CConfigHandler.h"
  13. #include "../lib/Languages.h"
  14. #include "../lib/CGeneralTextHandler.h"
  15. #include <QComboBox>
  16. #include <QListWidget>
  17. // list of language names, for generation of translations. Do not use directly, use Languages namespace instead
  18. static const std::array<std::string, 14> languageTranslatedNamesGenerator = {
  19. {
  20. QT_TRANSLATE_NOOP("Language", "Czech"),
  21. QT_TRANSLATE_NOOP("Language", "Chinese"),
  22. QT_TRANSLATE_NOOP("Language", "English"),
  23. QT_TRANSLATE_NOOP("Language", "French"),
  24. QT_TRANSLATE_NOOP("Language", "German"),
  25. QT_TRANSLATE_NOOP("Language", "Italian"),
  26. QT_TRANSLATE_NOOP("Language", "Korean"),
  27. QT_TRANSLATE_NOOP("Language", "Polish"),
  28. QT_TRANSLATE_NOOP("Language", "Russian"),
  29. QT_TRANSLATE_NOOP("Language", "Spanish"),
  30. QT_TRANSLATE_NOOP("Language", "Ukrainian"),
  31. QT_TRANSLATE_NOOP("Language", "Other (East European)"),
  32. QT_TRANSLATE_NOOP("Language", "Other (Cyrillic Script)"),
  33. QT_TRANSLATE_NOOP("Language", "Other (West European)"),
  34. }
  35. };
  36. static_assert(languageTranslatedNamesGenerator.size() == static_cast<size_t>(Languages::ELanguages::COUNT), "Languages array is missing a value!");
  37. QString Languages::getHeroesDataLanguage()
  38. {
  39. CGeneralTextHandler::detectInstallParameters();
  40. QString language = QString::fromStdString(settings["session"]["language"].String());
  41. double deviation = settings["session"]["languageDeviation"].Float();
  42. if(deviation > 0.1)
  43. return QString();
  44. return language;
  45. }
  46. QString generateAutodetectedLanguageName(QString const & language)
  47. {
  48. std::string languageNameEnglish = Languages::getLanguageOptions(language.toStdString()).nameEnglish;
  49. QString languageName = QApplication::translate( "Language", languageNameEnglish.c_str());
  50. QString itemName = QApplication::translate("Language", "Auto (%1)").arg(languageName);
  51. return itemName;
  52. }
  53. QString Languages::generateLanguageName(const Languages::Options & language)
  54. {
  55. std::string activeLanguage = settings["general"]["language"].String();
  56. QString localizedName = QApplication::translate("Language", language.nameEnglish.c_str());
  57. QString nativeName = language.nameNative.c_str();
  58. if(!language.hasTranslation)
  59. return localizedName;
  60. if(activeLanguage == language.identifier)
  61. return nativeName;
  62. QString displayName = QString("%1 (%2)").arg(localizedName, nativeName);
  63. return displayName;
  64. }
  65. void Languages::fillLanguages(QComboBox * widget, bool includeAll)
  66. {
  67. widget->blockSignals(true); // we do not want calls caused by initialization
  68. widget->clear();
  69. std::string activeLanguage = includeAll ?
  70. settings["general"]["gameDataLanguage"].String():
  71. settings["general"]["language"].String();
  72. if (includeAll)
  73. {
  74. QString language = getHeroesDataLanguage();
  75. if (!language.isEmpty())
  76. widget->addItem(generateAutodetectedLanguageName(language), QString("auto"));
  77. if (activeLanguage == "auto")
  78. widget->setCurrentIndex(0);
  79. }
  80. for(const auto & language : Languages::getLanguageList())
  81. {
  82. if (!language.hasTranslation && !includeAll)
  83. continue;
  84. QString displayName = generateLanguageName(language);
  85. QVariant userData = QString::fromStdString(language.identifier);
  86. widget->addItem(displayName, userData);
  87. if(activeLanguage == language.identifier)
  88. widget->setCurrentIndex(widget->count() - 1);
  89. }
  90. widget->blockSignals(false);
  91. }
  92. void Languages::fillLanguages(QListWidget * widget, bool includeAll)
  93. {
  94. widget->blockSignals(true); // we do not want calls caused by initialization
  95. widget->clear();
  96. std::string activeLanguage = includeAll ?
  97. settings["general"]["gameDataLanguage"].String():
  98. settings["general"]["language"].String();
  99. if (includeAll)
  100. {
  101. QString language = getHeroesDataLanguage();
  102. if (!language.isEmpty())
  103. {
  104. widget->addItem(generateAutodetectedLanguageName(language));
  105. widget->item(widget->count() - 1)->setData(Qt::UserRole, QString("auto"));
  106. if (activeLanguage == "auto")
  107. widget->setCurrentRow(0);
  108. }
  109. }
  110. for(const auto & language : Languages::getLanguageList())
  111. {
  112. if (!language.hasTranslation && !includeAll)
  113. continue;
  114. QString displayName = generateLanguageName(language);
  115. QVariant userData = QString::fromStdString(language.identifier);
  116. widget->addItem(displayName);
  117. widget->item(widget->count() - 1)->setData(Qt::UserRole, userData);
  118. if(activeLanguage == language.identifier)
  119. widget->setCurrentRow(widget->count() - 1);
  120. }
  121. widget->blockSignals(false);
  122. }