forked from bartvdbraak/blender
236 lines
12 KiB
C
236 lines
12 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2011 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation,
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* Sergey Sharybin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenfont/BLF_translation.h
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* \ingroup blf
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*/
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#ifndef __BLF_TRANSLATION_H__
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#define __BLF_TRANSLATION_H__
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#include "BLI_utildefines.h" /* for bool type */
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#define TEXT_DOMAIN_NAME "blender"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* blf_lang.c */
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/* Search the path directory to the locale files, this try all
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* the case for Linux, Win and Mac.
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* Also dynamically builds locales and locales' menu from "languages" text file.
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*/
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void BLF_lang_init(void);
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/* Free languages and locales_menu arrays created by BLF_lang_init. */
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void BLF_lang_free(void);
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/* Set the current locale. */
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void BLF_lang_set(const char *);
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/* Get the current locale ([partial] ISO code, e.g. es_ES). */
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const char *BLF_lang_get(void);
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/* Get locale's elements (if relevant pointer is not NULL and element actually exists, e.g. if there is no variant,
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* *variant and *language_variant will always be NULL).
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* Non-null elements are always MEM_mallocN'ed, it's the caller's responsibility to free them.
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* NOTE: Always available, even in non-WITH_INTERNATIONAL builds.
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*/
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void BLF_locale_explode(const char *locale, char **language, char **country, char **variant,
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char **language_country, char **language_variant);
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/* Get EnumPropertyItem's for translations menu. */
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struct EnumPropertyItem *BLF_RNA_lang_enum_properties(void);
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/* blf_translation.c */
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unsigned char *BLF_get_unifont(int *unifont_size);
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void BLF_free_unifont(void);
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unsigned char *BLF_get_unifont_mono(int *unifont_size);
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void BLF_free_unifont_mono(void);
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bool BLF_is_default_context(const char *msgctxt);
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const char *BLF_pgettext(const char *msgctxt, const char *msgid);
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/* translation */
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bool BLF_translate_iface(void);
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bool BLF_translate_tooltips(void);
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bool BLF_translate_new_dataname(void);
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const char *BLF_translate_do_iface(const char *msgctxt, const char *msgid);
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const char *BLF_translate_do_tooltip(const char *msgctxt, const char *msgid);
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const char *BLF_translate_do_new_dataname(const char *msgctxt, const char *msgid);
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/* The "translation-marker" macro. */
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#define N_(msgid) msgid
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#define CTX_N_(context, msgid) msgid
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/* Those macros should be used everywhere in UI code. */
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#ifdef WITH_INTERNATIONAL
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/*# define _(msgid) BLF_gettext(msgid) */
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# define IFACE_(msgid) BLF_translate_do_iface(NULL, msgid)
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# define TIP_(msgid) BLF_translate_do_tooltip(NULL, msgid)
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# define DATA_(msgid) BLF_translate_do_new_dataname(NULL, msgid)
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# define CTX_IFACE_(context, msgid) BLF_translate_do_iface(context, msgid)
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# define CTX_TIP_(context, msgid) BLF_translate_do_tooltip(context, msgid)
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# define CTX_DATA_(context, msgid) BLF_translate_do_new_dataname(context, msgid)
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#else
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/*# define _(msgid) msgid */
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# define IFACE_(msgid) msgid
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# define TIP_(msgid) msgid
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# define DATA_(msgid) msgid
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# define CTX_IFACE_(context, msgid) msgid
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# define CTX_TIP_(context, msgid) msgid
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# define CTX_DATA_(context, msgid) msgid
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#endif
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/* Helper macro, when we want to define a same msgid for multiple msgctxt...
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* Does nothing in C, but is "parsed" by our i18n py tools.
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* XXX Currently limited to at most 16 contexts at once
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* (but you can call it several times with the same msgid, should you need more contexts!).
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*/
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#define BLF_I18N_MSGID_MULTI_CTXT(msgid, ...)
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/******************************************************************************
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* All i18n contexts must be defined here.
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* This is a nice way to be sure not to use a context twice for different
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* things, and limit the number of existing contexts!
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* WARNING! Contexts should not be longer than BKE_ST_MAXNAME - 1!
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*/
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/* Default, void context.
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* WARNING! The "" context is not the same as no (NULL) context at mo/boost::locale level!
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* NOTE: We translate BLF_I18NCONTEXT_DEFAULT as BLF_I18NCONTEXT_DEFAULT_BPY in Python, as we can't use "natural"
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* None value in rna string properties... :/
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* The void string "" is also interpreted as BLF_I18NCONTEXT_DEFAULT.
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* For perf reason, we only use the first char to detect this context, so other contexts should never start
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* with the same char!
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*/
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#define BLF_I18NCONTEXT_DEFAULT NULL
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#define BLF_I18NCONTEXT_DEFAULT_BPYRNA "*"
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/* Default context for operator names/labels. */
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#define BLF_I18NCONTEXT_OPERATOR_DEFAULT "Operator"
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/* Mark the msgid applies to several elements (needed in some cases, as english adjectives have no plural mark. :( */
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#define BLF_I18NCONTEXT_PLURAL "Plural"
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/* ID-types contexts. */
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/* WARNING! Keep it in sync with idtypes in blenkernel/intern/idcode.c */
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#define BLF_I18NCONTEXT_ID_ACTION "Action"
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#define BLF_I18NCONTEXT_ID_ARMATURE "Armature"
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#define BLF_I18NCONTEXT_ID_BRUSH "Brush"
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#define BLF_I18NCONTEXT_ID_CAMERA "Camera"
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#define BLF_I18NCONTEXT_ID_CURVE "Curve"
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#define BLF_I18NCONTEXT_ID_FREESTYLELINESTYLE "FreestyleLineStyle"
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#define BLF_I18NCONTEXT_ID_GPENCIL "GPencil"
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#define BLF_I18NCONTEXT_ID_GROUP "Group"
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#define BLF_I18NCONTEXT_ID_ID "ID"
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#define BLF_I18NCONTEXT_ID_IMAGE "Image"
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/*#define BLF_I18NCONTEXT_ID_IPO "Ipo"*/ /* Deprecated */
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#define BLF_I18NCONTEXT_ID_SHAPEKEY "Key"
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#define BLF_I18NCONTEXT_ID_LAMP "Lamp"
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#define BLF_I18NCONTEXT_ID_LIBRARY "Library"
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#define BLF_I18NCONTEXT_ID_LATTICE "Lattice"
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#define BLF_I18NCONTEXT_ID_MATERIAL "Material"
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#define BLF_I18NCONTEXT_ID_METABALL "Metaball"
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#define BLF_I18NCONTEXT_ID_MESH "Mesh"
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#define BLF_I18NCONTEXT_ID_NODETREE "NodeTree"
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#define BLF_I18NCONTEXT_ID_OBJECT "Object"
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#define BLF_I18NCONTEXT_ID_PARTICLESETTINGS "ParticleSettings"
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#define BLF_I18NCONTEXT_ID_SCENE "Scene"
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#define BLF_I18NCONTEXT_ID_SCREEN "Screen"
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#define BLF_I18NCONTEXT_ID_SEQUENCE "Sequence"
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#define BLF_I18NCONTEXT_ID_SPEAKER "Speaker"
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#define BLF_I18NCONTEXT_ID_SOUND "Sound"
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#define BLF_I18NCONTEXT_ID_TEXTURE "Texture"
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#define BLF_I18NCONTEXT_ID_TEXT "Text"
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#define BLF_I18NCONTEXT_ID_VFONT "VFont"
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#define BLF_I18NCONTEXT_ID_WORLD "World"
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#define BLF_I18NCONTEXT_ID_WINDOWMANAGER "WindowManager"
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#define BLF_I18NCONTEXT_ID_MOVIECLIP "MovieClip"
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#define BLF_I18NCONTEXT_ID_MASK "Mask"
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/* Helper for bpy.app.i18n object... */
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typedef struct
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{
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const char *c_id;
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const char *py_id;
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const char *value;
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} BLF_i18n_contexts_descriptor;
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#define BLF_I18NCONTEXTS_ITEM(ctxt_id, py_id) {#ctxt_id, py_id, ctxt_id}
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#define BLF_I18NCONTEXTS_DESC { \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_DEFAULT, "default_real"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_DEFAULT_BPYRNA, "default"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "operator_default"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_PLURAL, "plural"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_ACTION, "id_action"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_ARMATURE, "id_armature"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_BRUSH, "id_brush"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_CAMERA, "id_camera"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_CURVE, "id_curve"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_FREESTYLELINESTYLE, "id_fs_linestyle"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_GPENCIL, "id_gpencil"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_GROUP, "id_group"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_ID, "id_id"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_IMAGE, "id_image"), \
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/*BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_IPO, "id_ipo"),*/ \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SHAPEKEY, "id_shapekey"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_LAMP, "id_lamp"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_LIBRARY, "id_library"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_LATTICE, "id_lattice"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MATERIAL, "id_material"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_METABALL, "id_metaball"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MESH, "id_mesh"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_NODETREE, "id_nodetree"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_OBJECT, "id_object"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_PARTICLESETTINGS, "id_particlesettings"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SCENE, "id_scene"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SCREEN, "id_screen"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SEQUENCE, "id_sequence"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SPEAKER, "id_speaker"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SOUND, "id_sound"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_TEXTURE, "id_texture"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_TEXT, "id_text"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_VFONT, "id_vfont"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_WORLD, "id_world"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_WINDOWMANAGER, "id_windowmanager"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MOVIECLIP, "id_movieclip"), \
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BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MASK, "id_mask"), \
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{NULL, NULL, NULL} \
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}
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#ifdef __cplusplus
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};
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#endif
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#endif /* __BLF_TRANSLATION_H__ */
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