/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2009 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 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 PCSX2. * If not, see . */ #pragma once #include class LangPackEnumeration { public: wxLanguage wxLangId; wxString englishName; wxString xlatedName; public: LangPackEnumeration( wxLanguage langId ); LangPackEnumeration(); }; typedef std::vector LangPackList; extern bool i18n_SetLanguage( int wxLangId ); extern void i18n_EnumeratePackages( LangPackList& langs ); extern const wxChar* __fastcall pxExpandMsg( const wxChar* key, const wxChar* englishContent ); extern const wxChar* __fastcall pxGetTranslation( const wxChar* message ); ////////////////////////////////////////////////////////////////////////////////////////// // Translation Feature: pxE is used as a method of dereferencing very long english text // descriptions via a "key" identifier. In this way, the english text can be revised without // it breaking existing translation bindings. Make sure to add pxE to your PO catalog's // source code identifiers, and then reference the source code to see what the current // english version is. // #define pxE(key,english) pxExpandMsg( wxT(key), english )