pcsx2/pcsx2/gui/i18n.h

50 lines
1.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <wx/wx.h>
class LangPackEnumeration
{
public:
wxLanguage wxLangId;
wxString englishName;
wxString xlatedName;
public:
LangPackEnumeration( wxLanguage langId );
LangPackEnumeration();
};
typedef std::vector<LangPackEnumeration> 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 )