/* * ***** 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_PAINTCURVE "PaintCurve" #define BLF_I18NCONTEXT_ID_PALETTE "Palette" #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_MASK, "id_mask"), \ 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_MOVIECLIP, "id_movieclip"), \ BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_NODETREE, "id_nodetree"), \ BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_OBJECT, "id_object"), \ BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_PAINTCURVE, "id_paintcurve"), \ BLF_I18NCONTEXTS_ITEM(BLF_I18NCONTEXT_ID_PALETTE, "id_palette"), \ 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"), \ {NULL, NULL, NULL} \ } #ifdef __cplusplus }; #endif #endif /* __BLF_TRANSLATION_H__ */