2021-05-09 13:12:26 +03:00

418 lines
14 KiB
Rust

use crate::assets::{self, AssetExt, AssetGuard, AssetHandle};
use deunicode::deunicode;
use hashbrown::{HashMap, HashSet};
use serde::{Deserialize, Serialize};
use tracing::warn;
/// The reference language, aka the more up-to-date localization data.
/// Also the default language at first startup.
pub const REFERENCE_LANG: &str = "en";
pub const LANG_MANIFEST_FILE: &str = "_manifest";
/// How a language can be described
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct LanguageMetadata {
/// A human friendly language name (e.g. "English (US)")
pub language_name: String,
/// A short text identifier for this language (e.g. "en_US")
///
/// On the opposite of `language_name` that can change freely,
/// `language_identifier` value shall be stable in time as it
/// is used by setting components to store the language
/// selected by the user.
pub language_identifier: String,
}
/// Store font metadata
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Font {
/// Key to retrieve the font in the asset system
pub asset_key: String,
/// Scale ratio to resize the UI text dynamicly
pub scale_ratio: f32,
}
impl Font {
/// Scale input size to final UI size
pub fn scale(&self, value: u32) -> u32 { (value as f32 * self.scale_ratio).round() as u32 }
}
/// Store font metadata
pub type Fonts = HashMap<String, Font>;
/// Raw localization data, expect the strings to not be loaded here
/// However, metadata informations are correct
/// See `Language` for more info on each attributes
#[derive(Debug, PartialEq, Serialize, Deserialize, Clone)]
pub struct RawLocalization {
pub sub_directories: Vec<String>,
pub string_map: HashMap<String, String>,
pub vector_map: HashMap<String, Vec<String>>,
pub convert_utf8_to_ascii: bool,
pub fonts: Fonts,
pub metadata: LanguageMetadata,
}
/// Store internationalization data
#[derive(Debug, PartialEq, Serialize, Deserialize)]
struct Language {
/// A list of subdirectories to lookup for localization files
pub sub_directories: Vec<String>,
/// A map storing the localized texts
///
/// Localized content can be accessed using a String key.
pub string_map: HashMap<String, String>,
/// A map for storing variations of localized texts, for example multiple
/// ways of saying "Help, I'm under attack". Used primarily for npc
/// dialogue.
pub vector_map: HashMap<String, Vec<String>>,
/// Whether to convert the input text encoded in UTF-8
/// into a ASCII version by using the `deunicode` crate.
pub convert_utf8_to_ascii: bool,
/// Font configuration is stored here
pub fonts: Fonts,
pub metadata: LanguageMetadata,
}
/// Store internationalization maps
/// These structs are meant to be merged into a Language
#[derive(Debug, PartialEq, Serialize, Deserialize)]
pub struct LocalizationFragment {
/// A map storing the localized texts
///
/// Localized content can be accessed using a String key.
pub string_map: HashMap<String, String>,
/// A map for storing variations of localized texts, for example multiple
/// ways of saying "Help, I'm under attack". Used primarily for npc
/// dialogue.
pub vector_map: HashMap<String, Vec<String>>,
}
impl Language {
/// Get a localized text from the given key
pub fn get<'a>(&'a self, key: &'a str) -> Option<&str> {
self.string_map.get(key).map(|s| s.as_str())
}
/// Get a variation of localized text from the given key
///
/// `index` should be a random number from `0` to `u16::max()`
///
/// If the key is not present in the localization object
/// then the key is returned.
pub fn get_variation<'a>(&'a self, key: &'a str, index: u16) -> Option<&str> {
self.vector_map
.get(key)
.map(|v| {
if !v.is_empty() {
Some(v[index as usize % v.len()].as_str())
} else {
None
}
})
.flatten()
}
}
impl Default for Language {
fn default() -> Self {
Self {
sub_directories: Vec::default(),
string_map: HashMap::default(),
vector_map: HashMap::default(),
..Default::default()
}
}
}
impl From<RawLocalization> for Language {
fn from(raw: RawLocalization) -> Self {
Self {
sub_directories: raw.sub_directories,
string_map: raw.string_map,
vector_map: raw.vector_map,
convert_utf8_to_ascii: raw.convert_utf8_to_ascii,
fonts: raw.fonts,
metadata: raw.metadata,
}
}
}
impl From<RawLocalization> for LocalizationFragment {
fn from(raw: RawLocalization) -> Self {
Self {
string_map: raw.string_map,
vector_map: raw.vector_map,
}
}
}
impl assets::Asset for RawLocalization {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
impl assets::Asset for LocalizationFragment {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
impl assets::Compound for Language {
fn load<S: assets::source::Source>(
cache: &assets::AssetCache<S>,
asset_key: &str,
) -> Result<Self, assets::Error> {
let raw = cache
.load::<RawLocalization>(&[asset_key, ".", LANG_MANIFEST_FILE].concat())?
.cloned();
let mut localization = Language::from(raw);
// Walk through files in the folder, collecting localization fragment to merge
// inside the asked_localization
for localization_asset in cache.load_dir::<LocalizationFragment>(asset_key)?.iter() {
localization
.string_map
.extend(localization_asset.read().string_map.clone());
localization
.vector_map
.extend(localization_asset.read().vector_map.clone());
}
// Use the localization's subdirectory list to load fragments from there
for sub_directory in localization.sub_directories.iter() {
for localization_asset in cache
.load_dir::<LocalizationFragment>(&[asset_key, ".", sub_directory].concat())?
.iter()
{
localization
.string_map
.extend(localization_asset.read().string_map.clone());
localization
.vector_map
.extend(localization_asset.read().vector_map.clone());
}
}
// Update the text if UTF-8 to ASCII conversion is enabled
if localization.convert_utf8_to_ascii {
for value in localization.string_map.values_mut() {
*value = deunicode(value);
}
for value in localization.vector_map.values_mut() {
*value = value.iter().map(|s| deunicode(s)).collect();
}
}
localization.metadata.language_name = deunicode(&localization.metadata.language_name);
Ok(localization)
}
}
/// the central data structure to handle localization in veloren
// inherit Copy+Clone from AssetHandle
#[derive(Debug, PartialEq, Copy, Clone)]
pub struct LocalizationHandle {
active: AssetHandle<Language>,
fallback: Option<AssetHandle<Language>>,
pub use_english_fallback: bool,
}
// RAII guard returned from Localization::read(), resembles AssetGuard
pub struct LocalizationGuard {
active: AssetGuard<Language>,
fallback: Option<AssetGuard<Language>>,
}
// arbitrary choice to minimize changing all of veloren
pub type Localization = LocalizationGuard;
impl LocalizationGuard {
/// Get a localized text from the given key
///
/// First lookup is done in the active language, second in
/// the fallback (if present).
/// If the key is not present in the localization object
/// then the key is returned.
pub fn get<'a>(&'a self, key: &'a str) -> &str {
self.active.get(key).unwrap_or_else(|| {
self.fallback
.as_ref()
.map(|f| f.get(key))
.flatten()
.unwrap_or(key)
})
}
/// Get a variation of localized text from the given key
///
/// `index` should be a random number from `0` to `u16::max()`
///
/// If the key is not present in the localization object
/// then the key is returned.
pub fn get_variation<'a>(&'a self, key: &'a str, index: u16) -> &str {
self.active.get_variation(key, index).unwrap_or_else(|| {
self.fallback
.as_ref()
.map(|f| f.get_variation(key, index))
.flatten()
.unwrap_or(key)
})
}
/// Return the missing keys compared to the reference language
fn list_missing_entries(&self) -> (HashSet<String>, HashSet<String>) {
if let Some(ref_lang) = &self.fallback {
let reference_string_keys: HashSet<_> = ref_lang.string_map.keys().cloned().collect();
let string_keys: HashSet<_> = self.active.string_map.keys().cloned().collect();
let strings = reference_string_keys
.difference(&string_keys)
.cloned()
.collect();
let reference_vector_keys: HashSet<_> = ref_lang.vector_map.keys().cloned().collect();
let vector_keys: HashSet<_> = self.active.vector_map.keys().cloned().collect();
let vectors = reference_vector_keys
.difference(&vector_keys)
.cloned()
.collect();
(strings, vectors)
} else {
(HashSet::default(), HashSet::default())
}
}
/// Log missing entries (compared to the reference language) as warnings
pub fn log_missing_entries(&self) {
let (missing_strings, missing_vectors) = self.list_missing_entries();
for missing_key in missing_strings {
warn!(
"[{:?}] Missing string key {:?}",
self.metadata().language_identifier,
missing_key
);
}
for missing_key in missing_vectors {
warn!(
"[{:?}] Missing vector key {:?}",
self.metadata().language_identifier,
missing_key
);
}
}
pub fn fonts(&self) -> &Fonts { &self.active.fonts }
pub fn metadata(&self) -> &LanguageMetadata { &self.active.metadata }
}
impl LocalizationHandle {
pub fn set_english_fallback(&mut self, use_english_fallback: bool) {
self.use_english_fallback = use_english_fallback;
}
pub fn read(&self) -> LocalizationGuard {
LocalizationGuard {
active: self.active.read(),
fallback: if self.use_english_fallback {
self.fallback.map(|f| f.read())
} else {
None
},
}
}
pub fn load(specifier: &str) -> Result<Self, crate::assets::Error> {
let default_key = i18n_asset_key(REFERENCE_LANG);
let is_default = specifier == default_key;
Ok(Self {
active: Language::load(specifier)?,
fallback: if is_default {
None
} else {
Language::load(&default_key).ok()
},
use_english_fallback: false,
})
}
pub fn load_expect(specifier: &str) -> Self {
Self::load(specifier).expect("Can't load language files")
}
pub fn reloaded(&mut self) -> bool { self.active.reloaded() }
}
#[derive(Clone, Debug)]
struct LocalizationList(Vec<LanguageMetadata>);
impl assets::Compound for LocalizationList {
fn load<S: assets::source::Source>(
cache: &assets::AssetCache<S>,
specifier: &str,
) -> Result<Self, assets::Error> {
// List language directories
let mut languages = vec![];
let i18n_root = assets::path_of(specifier, "");
for i18n_entry in (std::fs::read_dir(&i18n_root)?).flatten() {
if let Some(i18n_key) = i18n_entry.file_name().to_str() {
// load the root file of all the subdirectories
if let Ok(localization) = cache.load::<RawLocalization>(
&[specifier, ".", i18n_key, ".", LANG_MANIFEST_FILE].concat(),
) {
languages.push(localization.read().metadata.clone());
}
}
}
Ok(LocalizationList(languages))
}
}
/// Load all the available languages located in the voxygen asset directory
pub fn list_localizations() -> Vec<LanguageMetadata> {
LocalizationList::load_expect_cloned("voxygen.i18n").0
}
/// Return the asset associated with the language_id
pub fn i18n_asset_key(language_id: &str) -> String { ["voxygen.i18n.", language_id].concat() }
#[cfg(test)]
mod tests {
use crate::analysis;
use std::path::Path;
// Test to verify all languages that they are VALID and loadable, without
// need of git just on the local assets folder
#[test]
fn verify_all_localizations() {
// Generate paths
let i18n_asset_path = Path::new("assets/voxygen/i18n/");
let curr_dir = std::env::current_dir().unwrap();
let root_dir = curr_dir.parent().unwrap().parent().unwrap();
analysis::verify_all_localizations(&root_dir, &i18n_asset_path);
}
// Test to verify all languages and print missing and faulty localisation
#[test]
#[ignore]
fn test_all_localizations() {
// Generate paths
let i18n_asset_path = Path::new("assets/voxygen/i18n/");
let curr_dir = std::env::current_dir().unwrap();
let root_dir = curr_dir.parent().unwrap().parent().unwrap();
analysis::test_all_localizations(&root_dir, &i18n_asset_path);
}
}