diff options
Diffstat (limited to 'mp/src/common/language.cpp')
| -rw-r--r-- | mp/src/common/language.cpp | 434 |
1 files changed, 217 insertions, 217 deletions
diff --git a/mp/src/common/language.cpp b/mp/src/common/language.cpp index 7053601b..16aeda32 100644 --- a/mp/src/common/language.cpp +++ b/mp/src/common/language.cpp @@ -1,217 +1,217 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: languages definition
-//
-//=============================================================================
-
-#include "language.h"
-#include "tier0/dbg.h"
-#include "tier1/strtools.h"
-
-// NOTE: This has to be the last file included!
-#include "tier0/memdbgon.h"
-
-
-struct Language_t
-{
- const char *m_pchName;
- const char *m_pchShortName;
- const char *m_pchVGUILocalizationName;
- const char *m_pchICUName; // used by osx; ISO-639-1 + ISO-3166-1 alpha-2. http://userguide.icu-project.org/locale/examples
- ELanguage m_ELanguage;
- int m_LanguageCodeID;
-};
-
-
-// REVIEW
-// es_ES - use new world spanish country code instead?
-// zh_CN - validate that SC date formats come through
-// bt_BR - assume we should use Brazilian rather than Iberian portguese
-
-static const Language_t s_LanguageNames[] =
-{
- { "None", "none", "None", "none", k_Lang_None, 0 },
- { "English", "english", "#GameUI_Language_English", "en_US", k_Lang_English, 1033 },
- { "German", "german", "#GameUI_Language_German", "de_DE", k_Lang_German, 1031 } ,
- { "French", "french", "#GameUI_Language_French", "fr_FR", k_Lang_French, 1036 } ,
- { "Italian", "italian", "#GameUI_Language_Italian", "it_IT", k_Lang_Italian, 1040 } ,
- { "Korean", "koreana", "#GameUI_Language_Korean", "ko_KR", k_Lang_Korean, 1042 } ,
- { "Spanish", "spanish", "#GameUI_Language_Spanish", "es_ES", k_Lang_Spanish, 1034 },
- { "Simplified_Chinese", "schinese", "#GameUI_Language_Simplified_Chinese", "zh_CN", k_Lang_Simplified_Chinese, 2052 },
- { "Traditional_Chinese", "tchinese", "#GameUI_Language_Traditional_Chinese", "zh_TW", k_Lang_Traditional_Chinese, 1028 },
- { "Russian", "russian", "#GameUI_Language_Russian", "ru_RU", k_Lang_Russian, 1049 } ,
- { "Thai", "thai", "#GameUI_Language_Thai", "th_TH", k_Lang_Thai, 1054 } ,
- { "Japanese", "japanese", "#GameUI_Language_Japanese", "ja_JP", k_Lang_Japanese, 1041 } ,
- { "Portuguese", "portuguese", "#GameUI_Language_Portuguese", "pt_PT", k_Lang_Portuguese, 2070 } ,
- { "Polish", "polish", "#GameUI_Language_Polish", "pl_PL", k_Lang_Polish, 1045 } ,
- { "Danish", "danish", "#GameUI_Language_Danish", "da_DK", k_Lang_Danish, 1030 } ,
- { "Dutch", "dutch", "#GameUI_Language_Dutch", "nl_NL", k_Lang_Dutch, 1043 } ,
- { "Finnish", "finnish", "#GameUI_Language_Finnish", "fi_FI", k_Lang_Finnish, 1035 } ,
- { "Norwegian", "norwegian", "#GameUI_Language_Norwegian", "no_NO", k_Lang_Norwegian, 1044 } ,
- { "Swedish", "swedish", "#GameUI_Language_Swedish", "sv_SE", k_Lang_Swedish, 1053 } ,
- { "Romanian", "romanian", "#GameUI_Language_Romanian", "ro_RO", k_Lang_Romanian, 1048 } ,
- { "Turkish", "turkish", "#GameUI_Language_Turkish", "tr_TR", k_Lang_Turkish, 1055 } ,
- { "Hungarian", "hungarian", "#GameUI_Language_Hungarian", "hu_HU", k_Lang_Hungarian, 1038 } ,
- { "Czech", "czech", "#GameUI_Language_Czech", "cs_CZ", k_Lang_Czech, 1029 } ,
- { "Brazilian", "brazilian", "#GameUI_Language_Brazilian", "pt_BR", k_Lang_Brazilian, 1046 } ,
- { "Bulgarian", "bulgarian", "#GameUI_Language_Bulgarian", "bg_BG", k_Lang_Bulgarian, 1026 } ,
- { "Greek", "greek", "#GameUI_Language_Greek", "el_GR", k_Lang_Greek, 1032 },
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: translate language enum into closests windows language code ID
-//-----------------------------------------------------------------------------
-int GetLanguageCodeID(ELanguage eLang)
-{
- for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
- {
- if ( s_LanguageNames[iLang].m_ELanguage == eLang )
- return s_LanguageNames[iLang].m_LanguageCodeID;
- }
-
- // default to English
- return 1033;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: find the language by name
-//-----------------------------------------------------------------------------
-ELanguage PchLanguageToELanguage( const char *pchShortName, ELanguage eDefault )
-{
- Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
- if ( !pchShortName )
- return eDefault;
-
- for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
- {
- if ( !Q_stricmp( pchShortName, s_LanguageNames[iLang].m_pchShortName ) )
- {
- return s_LanguageNames[iLang].m_ELanguage;
- }
- }
-
- // return default
- return eDefault;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: find the language by ICU short code
-//-----------------------------------------------------------------------------
-ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault )
-{
- Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
- if ( !pchICUCode )
- return eDefault;
-
- // Match to no more than the param length so either a short 'en' or
- // full 'zh-Hant' can match
- int nLen = Q_strlen( pchICUCode );
-
- // we only have 5 character ICU codes so this should be enough room
- char rchCleanedCode[ 6 ];
- Q_strncpy( rchCleanedCode, pchICUCode, Q_ARRAYSIZE( rchCleanedCode ) );
- if( nLen >= 3 && rchCleanedCode[ 2 ] == '-' )
- {
- rchCleanedCode[ 2 ] = '_';
- }
-
- for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang )
- {
- if ( !Q_strnicmp( rchCleanedCode, s_LanguageNames[iLang].m_pchICUName, nLen ) )
- {
- return s_LanguageNames[iLang].m_ELanguage;
- }
- }
-
- // return default
- return eDefault;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: return the short string name used for this language by SteamUI
-//-----------------------------------------------------------------------------
-const char *GetLanguageShortName( ELanguage eLang )
-{
- COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
- if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
- {
- Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
- return s_LanguageNames[ eLang + 1 ].m_pchShortName;
- }
-
- Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
- return s_LanguageNames[0].m_pchShortName;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: return the ICU code used for this language by SteamUI
-//-----------------------------------------------------------------------------
-const char *GetLanguageICUName( ELanguage eLang )
-{
- COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
- if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
- {
- Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
- return s_LanguageNames[ eLang + 1 ].m_pchICUName;
- }
-
- Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
- return s_LanguageNames[0].m_pchICUName;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: return the CLocale name that works with setlocale()
-//-----------------------------------------------------------------------------
-const char *GetLangugeCLocaleName( ELanguage eLang )
-{
- if ( eLang == k_Lang_None )
- return "";
-
-#ifdef _WIN32
- // table for Win32 is here: http://msdn.microsoft.com/en-us/library/hzz3tw78(v=VS.80).aspx
- // shortname works except for chinese
-
- switch ( eLang )
- {
- case k_Lang_Simplified_Chinese:
- return "chs"; // or "chinese-simplified"
- case k_Lang_Traditional_Chinese:
- return "cht"; // or "chinese-traditional"
- case k_Lang_Korean:
- return "korean"; // steam likes "koreana" for the name for some reason.
- default:
- return GetLanguageShortName( eLang );
- }
-
-#else
- switch ( eLang )
- {
- case k_Lang_Simplified_Chinese:
- case k_Lang_Traditional_Chinese:
- return "zh_CN";
- default:
- ;
- }
-
- // ICU codes work on linux/osx
- return GetLanguageICUName( eLang );
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: return the short string name used for this language by SteamUI
-//-----------------------------------------------------------------------------
-const char *GetLanguageVGUILocalization( ELanguage eLang )
-{
- COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 );
- if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang )
- {
- Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) );
- return s_LanguageNames[ eLang + 1 ].m_pchVGUILocalizationName;
- }
-
- Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" );
- return s_LanguageNames[0].m_pchVGUILocalizationName;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: languages definition +// +//============================================================================= + +#include "language.h" +#include "tier0/dbg.h" +#include "tier1/strtools.h" + +// NOTE: This has to be the last file included! +#include "tier0/memdbgon.h" + + +struct Language_t +{ + const char *m_pchName; + const char *m_pchShortName; + const char *m_pchVGUILocalizationName; + const char *m_pchICUName; // used by osx; ISO-639-1 + ISO-3166-1 alpha-2. http://userguide.icu-project.org/locale/examples + ELanguage m_ELanguage; + int m_LanguageCodeID; +}; + + +// REVIEW +// es_ES - use new world spanish country code instead? +// zh_CN - validate that SC date formats come through +// bt_BR - assume we should use Brazilian rather than Iberian portguese + +static const Language_t s_LanguageNames[] = +{ + { "None", "none", "None", "none", k_Lang_None, 0 }, + { "English", "english", "#GameUI_Language_English", "en_US", k_Lang_English, 1033 }, + { "German", "german", "#GameUI_Language_German", "de_DE", k_Lang_German, 1031 } , + { "French", "french", "#GameUI_Language_French", "fr_FR", k_Lang_French, 1036 } , + { "Italian", "italian", "#GameUI_Language_Italian", "it_IT", k_Lang_Italian, 1040 } , + { "Korean", "koreana", "#GameUI_Language_Korean", "ko_KR", k_Lang_Korean, 1042 } , + { "Spanish", "spanish", "#GameUI_Language_Spanish", "es_ES", k_Lang_Spanish, 1034 }, + { "Simplified_Chinese", "schinese", "#GameUI_Language_Simplified_Chinese", "zh_CN", k_Lang_Simplified_Chinese, 2052 }, + { "Traditional_Chinese", "tchinese", "#GameUI_Language_Traditional_Chinese", "zh_TW", k_Lang_Traditional_Chinese, 1028 }, + { "Russian", "russian", "#GameUI_Language_Russian", "ru_RU", k_Lang_Russian, 1049 } , + { "Thai", "thai", "#GameUI_Language_Thai", "th_TH", k_Lang_Thai, 1054 } , + { "Japanese", "japanese", "#GameUI_Language_Japanese", "ja_JP", k_Lang_Japanese, 1041 } , + { "Portuguese", "portuguese", "#GameUI_Language_Portuguese", "pt_PT", k_Lang_Portuguese, 2070 } , + { "Polish", "polish", "#GameUI_Language_Polish", "pl_PL", k_Lang_Polish, 1045 } , + { "Danish", "danish", "#GameUI_Language_Danish", "da_DK", k_Lang_Danish, 1030 } , + { "Dutch", "dutch", "#GameUI_Language_Dutch", "nl_NL", k_Lang_Dutch, 1043 } , + { "Finnish", "finnish", "#GameUI_Language_Finnish", "fi_FI", k_Lang_Finnish, 1035 } , + { "Norwegian", "norwegian", "#GameUI_Language_Norwegian", "no_NO", k_Lang_Norwegian, 1044 } , + { "Swedish", "swedish", "#GameUI_Language_Swedish", "sv_SE", k_Lang_Swedish, 1053 } , + { "Romanian", "romanian", "#GameUI_Language_Romanian", "ro_RO", k_Lang_Romanian, 1048 } , + { "Turkish", "turkish", "#GameUI_Language_Turkish", "tr_TR", k_Lang_Turkish, 1055 } , + { "Hungarian", "hungarian", "#GameUI_Language_Hungarian", "hu_HU", k_Lang_Hungarian, 1038 } , + { "Czech", "czech", "#GameUI_Language_Czech", "cs_CZ", k_Lang_Czech, 1029 } , + { "Brazilian", "brazilian", "#GameUI_Language_Brazilian", "pt_BR", k_Lang_Brazilian, 1046 } , + { "Bulgarian", "bulgarian", "#GameUI_Language_Bulgarian", "bg_BG", k_Lang_Bulgarian, 1026 } , + { "Greek", "greek", "#GameUI_Language_Greek", "el_GR", k_Lang_Greek, 1032 }, +}; + +//----------------------------------------------------------------------------- +// Purpose: translate language enum into closests windows language code ID +//----------------------------------------------------------------------------- +int GetLanguageCodeID(ELanguage eLang) +{ + for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang ) + { + if ( s_LanguageNames[iLang].m_ELanguage == eLang ) + return s_LanguageNames[iLang].m_LanguageCodeID; + } + + // default to English + return 1033; +} + +//----------------------------------------------------------------------------- +// Purpose: find the language by name +//----------------------------------------------------------------------------- +ELanguage PchLanguageToELanguage( const char *pchShortName, ELanguage eDefault ) +{ + Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); + if ( !pchShortName ) + return eDefault; + + for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang ) + { + if ( !Q_stricmp( pchShortName, s_LanguageNames[iLang].m_pchShortName ) ) + { + return s_LanguageNames[iLang].m_ELanguage; + } + } + + // return default + return eDefault; +} + +//----------------------------------------------------------------------------- +// Purpose: find the language by ICU short code +//----------------------------------------------------------------------------- +ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault ) +{ + Assert( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); + if ( !pchICUCode ) + return eDefault; + + // Match to no more than the param length so either a short 'en' or + // full 'zh-Hant' can match + int nLen = Q_strlen( pchICUCode ); + + // we only have 5 character ICU codes so this should be enough room + char rchCleanedCode[ 6 ]; + Q_strncpy( rchCleanedCode, pchICUCode, Q_ARRAYSIZE( rchCleanedCode ) ); + if( nLen >= 3 && rchCleanedCode[ 2 ] == '-' ) + { + rchCleanedCode[ 2 ] = '_'; + } + + for ( uint iLang = 0; iLang < Q_ARRAYSIZE(s_LanguageNames); ++iLang ) + { + if ( !Q_strnicmp( rchCleanedCode, s_LanguageNames[iLang].m_pchICUName, nLen ) ) + { + return s_LanguageNames[iLang].m_ELanguage; + } + } + + // return default + return eDefault; +} + + +//----------------------------------------------------------------------------- +// Purpose: return the short string name used for this language by SteamUI +//----------------------------------------------------------------------------- +const char *GetLanguageShortName( ELanguage eLang ) +{ + COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); + if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang ) + { + Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) ); + return s_LanguageNames[ eLang + 1 ].m_pchShortName; + } + + Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" ); + return s_LanguageNames[0].m_pchShortName; +} + +//----------------------------------------------------------------------------- +// Purpose: return the ICU code used for this language by SteamUI +//----------------------------------------------------------------------------- +const char *GetLanguageICUName( ELanguage eLang ) +{ + COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); + if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang ) + { + Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) ); + return s_LanguageNames[ eLang + 1 ].m_pchICUName; + } + + Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" ); + return s_LanguageNames[0].m_pchICUName; +} + +//----------------------------------------------------------------------------- +// Purpose: return the CLocale name that works with setlocale() +//----------------------------------------------------------------------------- +const char *GetLangugeCLocaleName( ELanguage eLang ) +{ + if ( eLang == k_Lang_None ) + return ""; + +#ifdef _WIN32 + // table for Win32 is here: http://msdn.microsoft.com/en-us/library/hzz3tw78(v=VS.80).aspx + // shortname works except for chinese + + switch ( eLang ) + { + case k_Lang_Simplified_Chinese: + return "chs"; // or "chinese-simplified" + case k_Lang_Traditional_Chinese: + return "cht"; // or "chinese-traditional" + case k_Lang_Korean: + return "korean"; // steam likes "koreana" for the name for some reason. + default: + return GetLanguageShortName( eLang ); + } + +#else + switch ( eLang ) + { + case k_Lang_Simplified_Chinese: + case k_Lang_Traditional_Chinese: + return "zh_CN"; + default: + ; + } + + // ICU codes work on linux/osx + return GetLanguageICUName( eLang ); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: return the short string name used for this language by SteamUI +//----------------------------------------------------------------------------- +const char *GetLanguageVGUILocalization( ELanguage eLang ) +{ + COMPILE_TIME_ASSERT( Q_ARRAYSIZE(s_LanguageNames) == k_Lang_MAX + 1 ); + if ( s_LanguageNames[ eLang + 1 ].m_ELanguage == eLang ) + { + Assert( eLang + 1 < ARRAYSIZE(s_LanguageNames) ); + return s_LanguageNames[ eLang + 1 ].m_pchVGUILocalizationName; + } + + Assert( !"enum ELanguage order mismatched from Language_t s_LanguageNames, fix it!" ); + return s_LanguageNames[0].m_pchVGUILocalizationName; +} + |