bsnes/nall/locale.hpp
Tim Allen 393c2395bb Update to v106r48 release.
byuu says:

The problems with the Windows and Qt4 ports have all been resolved,
although there's a fairly gross hack on a few Qt widgets to not destruct
once Application::quit() is called to avoid a double free crash (I'm
unsure where Qt is destructing the widgets internally.) The Cocoa port
compiles again at least, though it's bound to have endless problems. I
improved the Label painting in the GTK ports, which fixes the background
color on labels inside TabFrame widgets.

I've optimized the Makefile system even further.

I added a "redo state" command to bsnes, which is created whenever you
load the undo state. There are also hotkeys for both now, although I
don't think they're really something you want to map hotkeys to.

I moved the nall::Locale object inside hiro::Application, so that it can
be used to translate the BrowserDialog and MessageDialog window strings.

I improved the Super Game Boy emulation of `MLT_REQ`, fixing Pokemon
Yellow's custom border and probably more stuff.

Lots of other small fixes and improvements. Things are finally stable
once again after the harrowing layout redesign catastrophe.

Errata:

  - ICD::joypID should be set to 3 on reset(). joypWrite() may as well
    take uint1 instead of bool.
  - hiro/Qt: remove pWindow::setMaximumSize() comment; found a
    workaround for it
  - nall/GNUmakefile: don't set object.path if it's already set (allow
    overrides before including the file)
2018-07-16 16:16:26 +10:00

86 lines
2.1 KiB
C++

#pragma once
namespace nall {
struct Locale {
struct Dictionary {
string location;
string language;
Markup::Node document;
};
auto scan(string pathname) -> void {
dictionaries.reset();
selected.reset();
for(auto filename : directory::icontents(pathname, "*.bml")) {
Dictionary dictionary;
dictionary.location = {pathname, filename};
dictionary.document = BML::unserialize(string::read(dictionary.location));
dictionary.language = dictionary.document["locale/language"].text();
dictionaries.append(dictionary);
}
}
auto available() const -> string_vector {
string_vector result;
for(auto& dictionary : dictionaries) {
result.append(dictionary.language);
}
return result;
}
auto select(string language) -> bool {
selected.reset();
for(auto& dictionary : dictionaries) {
if(dictionary.language == language) {
selected = dictionary;
break;
}
}
}
template<typename... P>
auto operator()(string ns, string input, P&&... p) const -> string {
string_vector arguments{forward<P>(p)...};
if(selected) {
for(auto node : selected().document) {
if(node.name() == "namespace" && node.text() == ns) {
for(auto map : node) {
if(map.name() == "map" && map["input"].text() == input) {
input = map["value"].text();
break;
}
}
}
}
}
for(uint index : range(arguments.size())) {
input.replace({"{", index, "}"}, arguments[index]);
}
return input;
}
struct Namespace {
Namespace(Locale& _locale, string _namespace) : _locale(_locale), _namespace(_namespace) {}
template<typename... P>
auto operator()(string input, P&&... p) const -> string {
return _locale(_namespace, input, forward<P>(p)...);
}
template<typename... P>
auto tr(string input, P&&... p) const -> string {
return _locale(_namespace, input, forward<P>(p)...);
}
private:
Locale& _locale;
string _namespace;
};
private:
vector<Dictionary> dictionaries;
maybe<Dictionary&> selected;
};
}