blender/source/blender/blenfont/BLF_translation.h
2013-04-07 10:21:22 +00:00

236 lines
12 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2011 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation,
* Sergey Sharybin
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenfont/BLF_translation.h
* \ingroup blf
*/
#ifndef __BLF_TRANSLATION_H__
#define __BLF_TRANSLATION_H__
#include "BLI_utildefines.h" /* for bool type */
#define TEXT_DOMAIN_NAME "blender"
#ifdef __cplusplus
extern "C" {
#endif
/* blf_lang.c */
/* Search the path directory to the locale files, this try all
* the case for Linux, Win and Mac.
* Also dynamically builds locales and locales' menu from "languages" text file.
*/
void BLF_lang_init(void);
/* Free languages and locales_menu arrays created by BLF_lang_init. */
void BLF_lang_free(void);
/* Set the current locale. */
void BLF_lang_set(const char *);
/* Get the current locale ([partial] ISO code, e.g. es_ES). */
const char *BLF_lang_get(void);
/* Get locale's elements (if relevant pointer is not NULL and element actually exists, e.g. if there is no variant,
* *variant and *language_variant will always be NULL).
* Non-null elements are always MEM_mallocN'ed, it's the caller's responsibility to free them.
* NOTE: Always available, even in non-WITH_INTERNATIONAL builds.
*/
void BLF_locale_explode(const char *locale, char **language, char **country, char **variant,
char **language_country, char **language_variant);
/* Get EnumPropertyItem's for translations menu. */
struct EnumPropertyItem *BLF_RNA_lang_enum_properties(void);
/* blf_translation.c */
unsigned char *BLF_get_unifont(int *unifont_size);
void BLF_free_unifont(void);
unsigned char *BLF_get_unifont_mono(int *unifont_size);
void BLF_free_unifont_mono(void);
bool BLF_is_default_context(const char *msgctxt);
const char *BLF_pgettext(const char *msgctxt, const char *msgid);
/* translation */
bool BLF_translate_iface(void);
bool BLF_translate_tooltips(void);
bool BLF_translate_new_dataname(void);
const char *BLF_translate_do_iface(const char *msgctxt, const char *msgid);
const char *BLF_translate_do_tooltip(const char *msgctxt, const char *msgid);
const char *BLF_translate_do_new_dataname(const char *msgctxt, const char *msgid);
/* The "translation-marker" macro. */
#define N_(msgid) msgid
#define CTX_N_(context, msgid) msgid
/* Those macros should be used everywhere in UI code. */
#ifdef WITH_INTERNATIONAL
/*# define _(msgid) BLF_gettext(msgid) */
# define IFACE_(msgid) BLF_translate_do_iface(NULL, msgid)
# define TIP_(msgid) BLF_translate_do_tooltip(NULL, msgid)
# define DATA_(msgid) BLF_translate_do_new_dataname(NULL, msgid)
# define CTX_IFACE_(context, msgid) BLF_translate_do_iface(context, msgid)
# define CTX_TIP_(context, msgid) BLF_translate_do_tooltip(context, msgid)
# define CTX_DATA_(context, msgid) BLF_translate_do_new_dataname(context, msgid)
#else
/*# define _(msgid) msgid */
# define IFACE_(msgid) msgid
# define TIP_(msgid) msgid
# define DATA_(msgid) msgid
# define CTX_IFACE_(context, msgid) msgid
# define CTX_TIP_(context, msgid) msgid
# define CTX_DATA_(context, msgid) msgid
#endif
/* Helper macro, when we want to define a same msgid for multiple msgctxt...
* Does nothing in C, but is "parsed" by our i18n py tools.
* XXX Currently limited to at most 16 contexts at once
* (but you can call it several times with the same msgid, should you need more contexts!).
*/
#define BLF_I18N_MSGID_MULTI_CTXT(msgid, ...)
/******************************************************************************
* All i18n contexts must be defined here.
* This is a nice way to be sure not to use a context twice for different
* things, and limit the number of existing contexts!
* WARNING! Contexts should not be longer than BKE_ST_MAXNAME - 1!
*/
/* Default, void context.
* WARNING! The "" context is not the same as no (NULL) context at mo/boost::locale level!
* NOTE: We translate BLF_I18NCONTEXT_DEFAULT as BLF_I18NCONTEXT_DEFAULT_BPY in Python, as we can't use "natural"
* None value in rna string properties... :/
* The void string "" is also interpreted as BLF_I18NCONTEXT_DEFAULT.
* For perf reason, we only use the first char to detect this context, so other contexts should never start
* with the same char!
*/
#define BLF_I18NCONTEXT_DEFAULT NULL
#define BLF_I18NCONTEXT_DEFAULT_BPYRNA "*"
/* Default context for operator names/labels. */
#define BLF_I18NCONTEXT_OPERATOR_DEFAULT "Operator"
/* Mark the msgid applies to several elements (needed in some cases, as english adjectives have no plural mark. :( */
#define BLF_I18NCONTEXT_PLURAL "Plural"
/* ID-types contexts. */
/* WARNING! Keep it in sync with idtypes in blenkernel/intern/idcode.c */
#define BLF_I18NCONTEXT_ID_ACTION "Action"
#define BLF_I18NCONTEXT_ID_ARMATURE "Armature"
#define BLF_I18NCONTEXT_ID_BRUSH "Brush"
#define BLF_I18NCONTEXT_ID_CAMERA "Camera"
#define BLF_I18NCONTEXT_ID_CURVE "Curve"
#define BLF_I18NCONTEXT_ID_FREESTYLELINESTYLE "FreestyleLineStyle"
#define BLF_I18NCONTEXT_ID_GPENCIL "GPencil"
#define BLF_I18NCONTEXT_ID_GROUP "Group"
#define BLF_I18NCONTEXT_ID_ID "ID"
#define BLF_I18NCONTEXT_ID_IMAGE "Image"
/*#define BLF_I18NCONTEXT_ID_IPO "Ipo"*/ /* Deprecated */
#define BLF_I18NCONTEXT_ID_SHAPEKEY "Key"
#define BLF_I18NCONTEXT_ID_LAMP "Lamp"
#define BLF_I18NCONTEXT_ID_LIBRARY "Library"
#define BLF_I18NCONTEXT_ID_LATTICE "Lattice"
#define BLF_I18NCONTEXT_ID_MATERIAL "Material"
#define BLF_I18NCONTEXT_ID_METABALL "Metaball"
#define BLF_I18NCONTEXT_ID_MESH "Mesh"
#define BLF_I18NCONTEXT_ID_NODETREE "NodeTree"
#define BLF_I18NCONTEXT_ID_OBJECT "Object"
#define BLF_I18NCONTEXT_ID_PARTICLESETTINGS "ParticleSettings"
#define BLF_I18NCONTEXT_ID_SCENE "Scene"
#define BLF_I18NCONTEXT_ID_SCREEN "Screen"
#define BLF_I18NCONTEXT_ID_SEQUENCE "Sequence"
#define BLF_I18NCONTEXT_ID_SPEAKER "Speaker"
#define BLF_I18NCONTEXT_ID_SOUND "Sound"
#define BLF_I18NCONTEXT_ID_TEXTURE "Texture"
#define BLF_I18NCONTEXT_ID_TEXT "Text"
#define BLF_I18NCONTEXT_ID_VFONT "VFont"
#define BLF_I18NCONTEXT_ID_WORLD "World"
#define BLF_I18NCONTEXT_ID_WINDOWMANAGER "WindowManager"
#define BLF_I18NCONTEXT_ID_MOVIECLIP "MovieClip"
#define BLF_I18NCONTEXT_ID_MASK "Mask"
/* Helper for bpy.app.i18n object... */
typedef struct
{
const char *c_id;
const char *py_id;
const char *value;
} BLF_i18n_contexts_descriptor;
#define BLF_I18NCONTEXTS_ITEM(ctxt_id, py_id) {#ctxt_id, py_id, ctxt_id}
#define BLF_I18NCONTEXTS_DESC { \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_DEFAULT, "default_real"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_DEFAULT_BPYRNA, "default"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "operator_default"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_PLURAL, "plural"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_ACTION, "id_action"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_ARMATURE, "id_armature"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_BRUSH, "id_brush"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_CAMERA, "id_camera"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_CURVE, "id_curve"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_FREESTYLELINESTYLE, "id_fs_linestyle"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_GPENCIL, "id_gpencil"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_GROUP, "id_group"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_ID, "id_id"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_IMAGE, "id_image"), \
/*BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_IPO, "id_ipo"),*/ \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SHAPEKEY, "id_shapekey"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_LAMP, "id_lamp"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_LIBRARY, "id_library"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_LATTICE, "id_lattice"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MATERIAL, "id_material"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_METABALL, "id_metaball"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MESH, "id_mesh"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_NODETREE, "id_nodetree"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_OBJECT, "id_object"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_PARTICLESETTINGS, "id_particlesettings"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SCENE, "id_scene"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SCREEN, "id_screen"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SEQUENCE, "id_sequence"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SPEAKER, "id_speaker"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_SOUND, "id_sound"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_TEXTURE, "id_texture"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_TEXT, "id_text"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_VFONT, "id_vfont"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_WORLD, "id_world"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_WINDOWMANAGER, "id_windowmanager"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MOVIECLIP, "id_movieclip"), \
BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_MASK, "id_mask"), \
{NULL, NULL, NULL} \
}
#ifdef __cplusplus
};
#endif
#endif /* __BLF_TRANSLATION_H__ */