mirror of https://github.com/PCSX2/pcsx2.git
50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2009 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <wx/wx.h>
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class LangPackEnumeration
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{
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public:
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wxLanguage wxLangId;
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wxString englishName;
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wxString xlatedName;
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public:
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LangPackEnumeration( wxLanguage langId );
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LangPackEnumeration();
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};
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typedef std::vector<LangPackEnumeration> LangPackList;
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extern bool i18n_SetLanguage( int wxLangId );
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extern void i18n_EnumeratePackages( LangPackList& langs );
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extern const wxChar* __fastcall pxExpandMsg( const wxChar* key, const wxChar* englishContent );
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extern const wxChar* __fastcall pxGetTranslation( const wxChar* message );
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//////////////////////////////////////////////////////////////////////////////////////////
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// Translation Feature: pxE is used as a method of dereferencing very long english text
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// descriptions via a "key" identifier. In this way, the english text can be revised without
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// it breaking existing translation bindings. Make sure to add pxE to your PO catalog's
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// source code identifiers, and then reference the source code to see what the current
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// english version is.
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//
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#define pxE(key,english) pxExpandMsg( wxT(key), english )
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