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mirror of https://github.com/cookiengineer/audacity synced 2025-06-20 22:30:05 +02:00
audacity/src/Languages.cpp
Paul Licameli a1530c36a8 Rewrite "Interface preferences displays self-names of languages" ...
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.
2018-01-02 17:08:06 -05:00

299 lines
8.3 KiB
C++

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