mirror of
https://github.com/cookiengineer/audacity
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See original attempt at commit 7ec5fd79df65cd3e54d3d14c52df106d71d06c53 This eliminates the need for a resource file at run-time. locale/LanguageNames.txt is intended as a "source file" that is infrequently changed as the set of supported languages changes. The intermediate step, of appropriately copying that file into the C++ source code in src/Languages.cpp, was done by hand. In XCode, I set locale/LanguagesNames.txt and src/Languages.cpp to be interpreted as Western encoding, and then the copy-paste was easy in the editor. The resulting C++ source code file now has string literals that are not 7-bit ASCII.
299 lines
8.3 KiB
C++
299 lines
8.3 KiB
C++
/**********************************************************************
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Audacity: A Digital Audio Editor
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Languages.cpp
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Dominic Mazzoni
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*******************************************************************//*!
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\file Languages.cpp
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\brief Determine installed languages.
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Figure out what translations are installed and return a list
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of language codes (like "es", "fr", or "pt-br") and corresponding
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language names (like "Español", "Français", and "Português").
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We use our own list of translations of language names (i.e.
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"Français" instead of "French") but we fallback on the language
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name in wxWidgets if we don't have it listed.
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This code is designed to work well with all of the current
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languages, but adapt to any language that wxWidgets supports.
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Other languages will only be supported if they're added to
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the database using wxLocale::AddLanguage.
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But for the most part, this means that somebody could add a NEW
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translation and have it work immediately.
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*//*******************************************************************/
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#include "Audacity.h"
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#include <wx/defs.h>
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#include <wx/hashmap.h>
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#include <wx/intl.h>
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#include <wx/textfile.h>
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#include "Languages.h"
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#include "FileNames.h"
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#include "AudacityApp.h"
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WX_DECLARE_STRING_HASH_MAP(wxString, LangHash);
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static bool TranslationExists(wxArrayString &audacityPathList, wxString code)
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{
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wxArrayString results;
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wxGetApp().FindFilesInPathList(wxString::Format(wxT("%s/audacity.mo"),
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code),
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audacityPathList,
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results);
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#if defined(__WXMAC__)
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wxGetApp().FindFilesInPathList(wxString::Format(wxT("%s.lproj/audacity.mo"),
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code),
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audacityPathList,
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results);
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#endif
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wxGetApp().FindFilesInPathList(wxString::Format(wxT("%s/LC_MESSAGES/audacity.mo"),
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code),
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audacityPathList,
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results);
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return (results.GetCount() > 0);
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}
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#ifdef __WXMAC__
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#include <CoreFoundation/CFLocale.h>
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#include "wx/osx/core/cfstring.h"
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#endif
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wxString GetSystemLanguageCode()
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{
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wxArrayString langCodes;
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wxArrayString langNames;
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GetLanguages(langCodes, langNames);
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int sysLang = wxLocale::GetSystemLanguage();
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const wxLanguageInfo *info;
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#ifdef __WXMAC__
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// PRL: Bug 1227, system language on Mac may not be right because wxW3 is
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// dependent on country code too in wxLocale::GetSystemLanguage().
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if (sysLang == wxLANGUAGE_UNKNOWN)
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{
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// wxW3 did a too-specific lookup of language and country, when
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// there is nothing for that combination; try it by language alone.
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// The following lines are cribbed from that function.
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wxCFRef<CFLocaleRef> userLocaleRef(CFLocaleCopyCurrent());
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wxCFStringRef str(wxCFRetain((CFStringRef)CFLocaleGetValue(userLocaleRef, kCFLocaleLanguageCode)));
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auto lang = str.AsString();
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// Now avoid wxLocale::GetLanguageInfo(), instead calling:
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info = wxLocale::FindLanguageInfo(lang);
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}
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else
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#endif
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{
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info = wxLocale::GetLanguageInfo(sysLang);
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}
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if (info) {
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wxString fullCode = info->CanonicalName;
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if (fullCode.Length() < 2)
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return wxT("en");
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wxString code = fullCode.Left(2);
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unsigned int i;
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for(i=0; i<langCodes.GetCount(); i++) {
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if (langCodes[i] == fullCode)
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return fullCode;
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if (langCodes[i] == code)
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return code;
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}
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}
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return wxT("en");
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}
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void GetLanguages(wxArrayString &langCodes, wxArrayString &langNames)
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{
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const char *utf8Names[] = {
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"af Afrikaans",
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"ar العربية",
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"be Беларуская",
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"bg Български",
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"bn বাংলা",
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"bs Bosanski",
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"ca Català",
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"ca_ES@valencia Valencià",
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"cs Čeština",
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"cy Cymraeg",
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"da Dansk",
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"de Deutsch",
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"el Ελληνικά",
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"en English",
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"es Español",
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"eu Euskara",
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"eu_ES Euskara (Espainiako)",
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"fa فارسی",
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"fi Suomi",
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"fr Français",
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"ga Gaeilge",
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"gl Galego",
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"he עברית",
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"hi हिन्दी",
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"hr Hrvatski",
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"hu Magyar",
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"hy Հայերեն",
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"id Bahasa Indonesia",
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"it Italiano",
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"ja 日本語",
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"ka ქართული",
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"km ខេមរភាសា",
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"ko 한국어",
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"lt Lietuvių",
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"mk Македонски",
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"my မြန်မာစာ",
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"nb Norsk",
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"nl Nederlands",
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"oc Occitan",
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"pl Polski",
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"pt Português",
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"pt_BR Português (Brasil)",
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"ro Română",
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"ru Русский",
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"sk Slovenčina",
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"sl Slovenščina",
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"sr_RS Српски",
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"sr_RS@latin Srpski",
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"sv Svenska",
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"ta தமிழ்",
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"tg Тоҷикӣ",
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"tr Türkçe",
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"uk Українська",
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"vi Tiếng Việt",
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"zh_CN 中文",
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"zh_TW 中文",
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};
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wxArrayString tempNames;
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wxArrayString tempCodes;
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LangHash localLanguageName;
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LangHash reverseHash;
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LangHash tempHash;
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for ( auto utf8Name : utf8Names )
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{
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auto str = wxString::FromUTF8(utf8Name);
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auto code = str.BeforeFirst(' ');
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auto name = str.AfterFirst(' ');
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localLanguageName[code] = name;
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}
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wxArrayString audacityPathList = wxGetApp().audacityPathList;
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#if defined(__WXGTK__)
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wxGetApp().AddUniquePathToPathList(wxString::Format(wxT("%s/share/locale"),
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wxT(INSTALL_PREFIX)),
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audacityPathList);
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#endif
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// For each language in our list we look for a corresponding entry in
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// wxLocale.
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for (LangHash::iterator i = localLanguageName.begin();
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i != localLanguageName.end();
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i++)
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{
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const wxLanguageInfo *info = wxLocale::FindLanguageInfo(i->first);
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if (!info) {
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wxASSERT(info != NULL);
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continue;
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}
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wxString fullCode = info->CanonicalName;
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wxString code = fullCode.Left(2);
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wxString name = info->Description;
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// Logic: Languages codes are sometimes hierarchical, with a
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// general language code and then a subheading. For example,
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// zh_TW for Traditional Chinese and zh_CN for Simplified
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// Chinese - but just zh for Chinese in general. First we look
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// for the full code, like zh_TW. If that doesn't exist, we
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// look for a code corresponding to the first two letters.
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// Note that if the language for a fullCode exists but we only
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// have a name for the short code, we will use the short code's
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// name but associate it with the full code. This allows someone
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// to drop in a NEW language and still get reasonable behavior.
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if (fullCode.Length() < 2)
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continue;
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if (localLanguageName[code] != wxT("")) {
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name = localLanguageName[code];
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}
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if (localLanguageName[fullCode] != wxT("")) {
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name = localLanguageName[fullCode];
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}
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if (TranslationExists(audacityPathList, fullCode)) {
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code = fullCode;
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}
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if (tempHash[code] != wxT(""))
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continue;
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if (TranslationExists(audacityPathList, code) || code==wxT("en")) {
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tempCodes.Add(code);
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tempNames.Add(name);
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tempHash[code] = name;
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/* wxLogDebug(wxT("code=%s name=%s fullCode=%s name=%s -> %s"),
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code, localLanguageName[code],
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fullCode, localLanguageName[fullCode],
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name);*/
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}
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}
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// JKC: Adding language for simplified audacity.
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{
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wxString code;
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wxString name;
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code = wxT("en-simple");
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name = wxT("Simplified");
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if (TranslationExists(audacityPathList, code) ) {
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tempCodes.Add(code);
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tempNames.Add(name);
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tempHash[code] = name;
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}
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}
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// Sort
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unsigned int j;
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for(j=0; j<tempNames.GetCount(); j++){
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reverseHash[tempNames[j]] = tempCodes[j];
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}
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tempNames.Sort();
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// Add system language
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langNames.Add(wxT("System"));
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langCodes.Add(wxT(""));
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for(j=0; j<tempNames.GetCount(); j++) {
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langNames.Add(tempNames[j]);
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langCodes.Add(reverseHash[tempNames[j]]);
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}
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}
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