/* * Copyright (c) 2000-2007 by Rodney Kinney * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License (LGPL) as published by the Free Software Foundation. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, copies are available * at http://www.opensource.org. */ package VASSAL.i18n; import java.io.IOException; import java.util.ArrayList; import java.util.Collections; import java.util.HashSet; import java.util.List; import java.util.MissingResourceException; import java.util.Set; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import VASSAL.build.GameModule; import VASSAL.configure.SingleChildInstance; /** * Singleton class for managing the translation of a module into other languages * @author rodneykinney * */ public class Localization extends Language { private static final Logger logger = LoggerFactory.getLogger(Localization.class); private static Localization instance; private Localization() { moduleBundle = Resources.MODULE_BUNDLE; languageBundle = moduleBundle + "_" + Resources.getLocale().getLanguage(); //$NON-NLS-1$ countryBundle = languageBundle + "_" + Resources.getLocale().getCountry(); //$NON-NLS-1$ moduleBundle += ".properties"; //$NON-NLS-1$ languageBundle += ".properties"; //$NON-NLS-1$ countryBundle += ".properties"; //$NON-NLS-1$ validator = new SingleChildInstance(GameModule.getGameModule(), getClass()); } public static Localization getInstance() { if (instance == null) { instance = new Localization(); } return instance; } protected String moduleBundle; protected String languageBundle; protected String countryBundle; protected List<Translation> moduleTranslations = new ArrayList<Translation>(); protected List<Translation> languageTranslations = new ArrayList<Translation>(); protected List<Translation> countryTranslations = new ArrayList<Translation>(); protected List<Translation> translations = new ArrayList<Translation>(); /* * Master translation property list */ protected VassalResourceBundle masterBundle; /** * Return a list of translations available for editing. * * @return Array of available translations */ public String[] getTranslationList() { Collections.sort(translations); String[] s = new String[translations.size()]; int idx = 0; for (Translation t : translations) { s[idx++] = t.getDescription(); } return s; } /** * Return a specified translation * * @param description * @return Translation object */ public Translation getTranslation(String description) { for (Translation t : translations) { if (t.getDescription().equals(description)) { return t; } } return null; } /** * Record attributes as the module is being built for later translation */ protected Set<TranslatableAttribute> translatableItems = new HashSet<TranslatableAttribute>(); /** * Record an attribute that may need to be translated. * * @param component * component to be translated * @param name * Attribute name to be translated * @param value * current value of attribute */ public void saveTranslatableAttribute(Translatable component, String name, String value) { if (GameModule.getGameModule().isLocalizationEnabled()) { TranslatableAttribute ta = new TranslatableAttribute(component, name, value); translatableItems.add(ta); } } /** * Translate the module. The module and all extensions have now been built, * so all Translations are available and all attributes that need to be * translated have been recorded. There may be multiple translations that * match this Locale, merge them in order - Country over-rides Language * over-rides default. NB - You cannot create a default translation * (Module.properties) using the VASSAL editor, but a default file can be * placed into a module or extension manually. * * @throws IOException */ public void translate() throws IOException { if (GameModule.getGameModule().isLocalizationEnabled()) { for (Translation t : moduleTranslations) { addBundle(t.getBundle()); } for (Translation t : languageTranslations) { addBundle(t.getBundle()); } for (Translation t : countryTranslations) { addBundle(t.getBundle()); } if (masterBundle != null) { translationInProgress = true; for (TranslatableAttribute attr : translatableItems) { if (attr.isTranslatable()) { String key = attr.getKey(); try { String translation = masterBundle.getString(key); attr.applyTranslation(translation); } catch (MissingResourceException e) { // Assume that the translated text is the same as the original } } } translationInProgress = false; translationComplete = true; logger.info("Translated"); } translatableItems.clear(); GameModule.getGameModule().initFrameTitle(); } } /** * Translate an individual attribute. * * @param key * Attribute Key * @param defaultValue * Default value if no translation available * @return translation */ public String translate(String key, String defaultValue) { try { return masterBundle == null ? defaultValue : masterBundle.getString(key); } catch (MissingResourceException e) { return defaultValue; } } protected void addBundle(VassalResourceBundle child) { if (masterBundle == null) { masterBundle = child; } else { child.setParent(masterBundle); masterBundle = child; } } protected boolean translationInProgress = false; protected boolean translationComplete = false; public boolean isTranslationInProgress() { return translationInProgress; } public boolean isTranslationComplete() { return translationComplete; } /** * Called whenever a Translation is added to a module or extension. * Check if the translation macthes our locale. If so, add it to the list * of translations to use. There may multiple matching translations at * Country, Language and Module level from different extensions. * * @param t Translation */ public void addTranslation(Translation t) { /* * Play and Translate mode - keep a record of all translations that * match our locale from various extensions. These will be merged * into one after all are loaded. */ if (GameModule.getGameModule().isLocalizationEnabled()) { Resources.addSupportedLocale(t.getLocale()); if (moduleBundle.equals(t.getBundleFileName())) { moduleTranslations.add(t); } else if (languageBundle.equals(t.getBundleFileName())) { languageTranslations.add(t); } else if (countryBundle.equals(t.getBundleFileName())) { countryTranslations.add(t); } } /* * Edit mode, keep a list of all translations available in this * Module or Extension to use in drop-down lists */ else { translations.add(t); } } public void removeTranslation(Translation t) { translations.remove(t); } }