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192 lines
4.0 KiB
C++

/*****************************************************************************/
// Copyright 2015-2019 Adobe Systems Incorporated
// All Rights Reserved.
//
// NOTICE: Adobe permits you to use, modify, and distribute this file in
// accordance with the terms of the Adobe license agreement accompanying it.
/*****************************************************************************/
#include "dng_local_string.h"
/*****************************************************************************/
dng_local_string::dng_local_string ()
: fDefaultText ()
, fDictionary ()
{
}
/*****************************************************************************/
dng_local_string::dng_local_string (const dng_string &s)
: fDefaultText (s)
, fDictionary ()
{
}
/*****************************************************************************/
dng_local_string::~dng_local_string ()
{
}
/*****************************************************************************/
void dng_local_string::Clear ()
{
fDefaultText.Clear ();
fDictionary.clear ();
}
/*****************************************************************************/
void dng_local_string::SetDefaultText (const dng_string &s)
{
fDefaultText = s;
}
/*****************************************************************************/
void dng_local_string::AddTranslation (const dng_string &language,
const dng_string &translation)
{
dng_string safeLanguage (language);
safeLanguage.Truncate (255);
fDictionary.push_back (dictionary_entry (safeLanguage,
translation));
}
/*****************************************************************************/
void dng_local_string::Set (const char *s)
{
dng_string defaultText;
defaultText.Set (s);
*this = dng_local_string (defaultText);
}
/*****************************************************************************/
const dng_string & dng_local_string::LocalText (const dng_string &locale) const
{
// Pass 1 - try for a match starting with the entire locale string.
if (locale.Length () >= 5)
{
for (uint32 index = 0; index < TranslationCount (); index++)
{
if (Language (index).StartsWith (locale.Get (), false))
{
return Translation (index);
}
}
}
// Pass 2 - try for a language only match.
if (locale.Length () >= 2)
{
dng_string languageOnly (locale);
languageOnly.Truncate (2);
for (uint32 index = 0; index < TranslationCount (); index++)
{
if (Language (index).StartsWith (languageOnly.Get (), false))
{
return Translation (index);
}
}
}
// Otherwise use default text.
return DefaultText ();
}
/*****************************************************************************/
bool dng_local_string::operator== (const dng_local_string &s) const
{
if (DefaultText () != s.DefaultText ())
{
return false;
}
if (TranslationCount () != s.TranslationCount ())
{
return false;
}
for (uint32 index = 0; index < TranslationCount (); index++)
{
if (Language (index) != s.Language (index))
{
return false;
}
if (Translation (index) != s.Translation (index))
{
return false;
}
}
return true;
}
/*****************************************************************************/
void dng_local_string::Truncate (uint32 maxBytes)
{
fDefaultText.Truncate (maxBytes);
for (uint32 index = 0; index < TranslationCount (); index++)
{
fDictionary [index] . fTranslation . Truncate (maxBytes);
}
}
/*****************************************************************************/