Aegisub/aegisub/aegisublocale.cpp

136 lines
4.1 KiB
C++

// Copyright (c) 2005, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
///////////
// Headers
#include <wx/wxprec.h>
#include <wx/intl.h>
#include <locale.h>
#include <wx/dir.h>
#include <wx/filename.h>
#include <wx/choicdlg.h>
#include "aegisublocale.h"
#include "standard_paths.h"
///////////////
// Constructor
AegisubLocale::AegisubLocale () {
locale = NULL;
curCode = -1;
}
AegisubLocale::~AegisubLocale() {
delete locale;
}
//////////////
// Initialize
void AegisubLocale::Init(int language) {
if (language == -1) language = wxLANGUAGE_ENGLISH;
if (locale) delete locale;
curCode = language;
locale = new wxLocale(language);
#ifdef __WINDOWS__
locale->AddCatalogLookupPathPrefix(StandardPaths::DecodePath(_T("?data/locale/")));
#endif
locale->AddCatalog(_T("aegisub"));
locale->AddCatalog(_T("wxstd"));
setlocale(LC_NUMERIC, "C");
setlocale(LC_CTYPE, "C");
}
///////////////////
// Pick a language
int AegisubLocale::PickLanguage() {
// Get list
wxArrayInt langs = GetAvailableLanguages();
// Check if english is in it, else add it
if (langs.Index(wxLANGUAGE_ENGLISH) == wxNOT_FOUND) {
langs.Insert(wxLANGUAGE_ENGLISH,0);
}
// Check if user local language is available, if so, make it first
int user = wxLocale::GetSystemLanguage();
if (langs.Index(user) != wxNOT_FOUND) {
langs.Remove(user);
langs.Insert(user,0);
}
// Generate names
wxArrayString langNames;
for (size_t i=0;i<langs.Count();i++) {
langNames.Add(wxLocale::GetLanguageName(langs[i]));
}
// Nothing to pick
if (langs.Count() == 0) return -1;
// Popup
int picked = wxGetSingleChoiceIndex(_T("Please choose a language:"),_T("Language"),langNames,NULL,-1,-1,true,300,400);
if (picked == -1) return -1;
return langs[picked];
}
///////////////////////////////////
// Get list of available languages
wxArrayInt AegisubLocale::GetAvailableLanguages() {
wxArrayInt final;
wxString temp1;
// Open directory
wxString folder = StandardPaths::DecodePath(_T("?data/locale/"));
wxDir dir;
if (!dir.Exists(folder)) return final;
if (!dir.Open(folder)) return final;
// Enumerate folders
for (bool cont = dir.GetFirst(&temp1,_T(""),wxDIR_DIRS);cont;cont = dir.GetNext(&temp1)) {
// Check if .so exists inside folder
wxFileName file(folder + temp1 + _T("/aegisub.mo"));
if (file.FileExists()) {
const wxLanguageInfo *lang = wxLocale::FindLanguageInfo(temp1);
if (lang) {
final.Add(lang->Language);
}
}
}
return final;
}