Source code for babase._language

# Released under the MIT License. See LICENSE for details.
#
"""Language related functionality."""
from __future__ import annotations

import os
import json
import logging
from typing import TYPE_CHECKING, overload, override

import _babase
from babase._appsubsystem import AppSubsystem

if TYPE_CHECKING:
    from typing import Any, Sequence

    import babase


class LanguageSubsystem(AppSubsystem):
    """Language functionality for the app.

    Category: **App Classes**

    Access the single instance of this class at 'babase.app.lang'.
    """

    def __init__(self) -> None:
        super().__init__()
        self.default_language: str = self._get_default_language()

        self._language: str | None = None
        self._language_target: AttrDict | None = None
        self._language_merged: AttrDict | None = None

    @property
    def locale(self) -> str:
        """Raw country/language code detected by the game (such as 'en_US').

        Generally for language-specific code you should look at
        babase.App.language, which is the language the game is using
        (which may differ from locale if the user sets a language, etc.)
        """
        env = _babase.env()
        assert isinstance(env['locale'], str)
        return env['locale']

    @property
    def language(self) -> str:
        """The current active language for the app.

        This can be selected explicitly by the user or may be set
        automatically based on locale or other factors.
        """
        if self._language is None:
            raise RuntimeError('App language is not yet set.')
        return self._language

    @property
    def available_languages(self) -> list[str]:
        """A list of all available languages.

        Note that languages that may be present in game assets but which
        are not displayable on the running version of the game are not
        included here.
        """
        langs = set()
        try:
            names = os.listdir(
                os.path.join(
                    _babase.app.env.data_directory,
                    'ba_data',
                    'data',
                    'languages',
                )
            )
            names = [n.replace('.json', '').capitalize() for n in names]

            # FIXME: our simple capitalization fails on multi-word names;
            # should handle this in a better way...
            for i, name in enumerate(names):
                if name == 'Chinesetraditional':
                    names[i] = 'ChineseTraditional'
        except Exception:
            from babase import _error

            _error.print_exception()
            names = []
        for name in names:
            if self._can_display_language(name):
                langs.add(name)
        return sorted(
            name for name in names if self._can_display_language(name)
        )

[docs] def setlanguage( self, language: str | None, print_change: bool = True, store_to_config: bool = True, ) -> None: """Set the active app language. Pass None to use OS default language. """ # pylint: disable=too-many-locals # pylint: disable=too-many-statements # pylint: disable=too-many-branches assert _babase.in_logic_thread() cfg = _babase.app.config cur_language = cfg.get('Lang', None) # Store this in the config if its changing. if language != cur_language and store_to_config: if language is None: if 'Lang' in cfg: del cfg['Lang'] # Clear it out for default. else: cfg['Lang'] = language cfg.commit() switched = True else: switched = False with open( os.path.join( _babase.app.env.data_directory, 'ba_data', 'data', 'languages', 'english.json', ), encoding='utf-8', ) as infile: lenglishvalues = json.loads(infile.read()) # None implies default. if language is None: language = self.default_language try: if language == 'English': lmodvalues = None else: lmodfile = os.path.join( _babase.app.env.data_directory, 'ba_data', 'data', 'languages', language.lower() + '.json', ) with open(lmodfile, encoding='utf-8') as infile: lmodvalues = json.loads(infile.read()) except Exception: logging.exception("Error importing language '%s'.", language) _babase.screenmessage( f"Error setting language to '{language}'; see log for details.", color=(1, 0, 0), ) switched = False lmodvalues = None self._language = language # Create an attrdict of *just* our target language. self._language_target = AttrDict() langtarget = self._language_target assert langtarget is not None _add_to_attr_dict( langtarget, lmodvalues if lmodvalues is not None else lenglishvalues ) # Create an attrdict of our target language overlaid on our base # (english). languages = [lenglishvalues] if lmodvalues is not None: languages.append(lmodvalues) lfull = AttrDict() for lmod in languages: _add_to_attr_dict(lfull, lmod) self._language_merged = lfull # Pass some keys/values in for low level code to use; start with # everything in their 'internal' section. internal_vals = [ v for v in list(lfull['internal'].items()) if isinstance(v[1], str) ] # Cherry-pick various other values to include. # (should probably get rid of the 'internal' section # and do everything this way) for value in [ 'replayNameDefaultText', 'replayWriteErrorText', 'replayVersionErrorText', 'replayReadErrorText', ]: internal_vals.append((value, lfull[value])) internal_vals.append( ('axisText', lfull['configGamepadWindow']['axisText']) ) internal_vals.append(('buttonText', lfull['buttonText'])) lmerged = self._language_merged assert lmerged is not None random_names = [ n.strip() for n in lmerged['randomPlayerNamesText'].split(',') ] random_names = [n for n in random_names if n != ''] _babase.set_internal_language_keys(internal_vals, random_names) if switched and print_change: _babase.screenmessage( Lstr( resource='languageSetText', subs=[ ('${LANGUAGE}', Lstr(translate=('languages', language))) ], ), color=(0, 1, 0), )
[docs] @override def do_apply_app_config(self) -> None: assert _babase.in_logic_thread() assert isinstance(_babase.app.config, dict) lang = _babase.app.config.get('Lang', self.default_language) if lang != self._language: self.setlanguage(lang, print_change=False, store_to_config=False)
[docs] def get_resource( self, resource: str, fallback_resource: str | None = None, fallback_value: Any = None, ) -> Any: """Return a translation resource by name. DEPRECATED; use babase.Lstr functionality for these purposes. """ try: # If we have no language set, try and set it to english. # Also make a fuss because we should try to avoid this. if self._language_merged is None: try: if _babase.do_once(): logging.warning( 'get_resource() called before language' ' set; falling back to english.' ) self.setlanguage( 'English', print_change=False, store_to_config=False ) except Exception: logging.exception( 'Error setting fallback english language.' ) raise # If they provided a fallback_resource value, try the # target-language-only dict first and then fall back to # trying the fallback_resource value in the merged dict. if fallback_resource is not None: try: values = self._language_target splits = resource.split('.') dicts = splits[:-1] key = splits[-1] for dct in dicts: assert values is not None values = values[dct] assert values is not None val = values[key] return val except Exception: # FIXME: Shouldn't we try the fallback resource in # the merged dict AFTER we try the main resource in # the merged dict? try: values = self._language_merged splits = fallback_resource.split('.') dicts = splits[:-1] key = splits[-1] for dct in dicts: assert values is not None values = values[dct] assert values is not None val = values[key] return val except Exception: # If we got nothing for fallback_resource, # default to the normal code which checks or # primary value in the merge dict; there's a # chance we can get an english value for it # (which we weren't looking for the first time # through). pass values = self._language_merged splits = resource.split('.') dicts = splits[:-1] key = splits[-1] for dct in dicts: assert values is not None values = values[dct] assert values is not None val = values[key] return val except Exception: # Ok, looks like we couldn't find our main or fallback # resource anywhere. Now if we've been given a fallback # value, return it; otherwise fail. from babase import _error if fallback_value is not None: return fallback_value raise _error.NotFoundError( f"Resource not found: '{resource}'" ) from None
[docs] def translate( self, category: str, strval: str, raise_exceptions: bool = False, print_errors: bool = False, ) -> str: """Translate a value (or return the value if no translation available) DEPRECATED; use babase.Lstr functionality for these purposes. """ try: translated = self.get_resource('translations')[category][strval] except Exception as exc: if raise_exceptions: raise if print_errors: print( ( 'Translate error: category=\'' + category + '\' name=\'' + strval + '\' exc=' + str(exc) + '' ) ) translated = None translated_out: str if translated is None: translated_out = strval else: translated_out = translated assert isinstance(translated_out, str) return translated_out
[docs] def is_custom_unicode_char(self, char: str) -> bool: """Return whether a char is in the custom unicode range we use.""" assert isinstance(char, str) if len(char) != 1: raise ValueError('Invalid Input; must be length 1') return 0xE000 <= ord(char) <= 0xF8FF
def _can_display_language(self, language: str) -> bool: """Tell whether we can display a particular language. On some platforms we don't have unicode rendering yet which limits the languages we can draw. """ # We don't yet support full unicode display on windows or linux :-(. if ( language in { 'Chinese', 'ChineseTraditional', 'Persian', 'Korean', 'Arabic', 'Hindi', 'Vietnamese', 'Thai', 'Tamil', } and not _babase.can_display_full_unicode() ): return False return True def _get_default_language(self) -> str: languages = { 'ar': 'Arabic', 'be': 'Belarussian', 'zh': 'Chinese', 'hr': 'Croatian', 'cs': 'Czech', 'da': 'Danish', 'nl': 'Dutch', 'eo': 'Esperanto', 'fil': 'Filipino', 'fr': 'French', 'de': 'German', 'el': 'Greek', 'hi': 'Hindi', 'hu': 'Hungarian', 'id': 'Indonesian', 'it': 'Italian', 'ko': 'Korean', 'ms': 'Malay', 'fa': 'Persian', 'pl': 'Polish', 'pt': 'Portuguese', 'ro': 'Romanian', 'ru': 'Russian', 'sr': 'Serbian', 'es': 'Spanish', 'sk': 'Slovak', 'sv': 'Swedish', 'ta': 'Tamil', 'th': 'Thai', 'tr': 'Turkish', 'uk': 'Ukrainian', 'vec': 'Venetian', 'vi': 'Vietnamese', } # Special case for Chinese: map specific variations to # traditional. (otherwise will map to 'Chinese' which is # simplified) if self.locale in ('zh_HANT', 'zh_TW'): language = 'ChineseTraditional' else: language = languages.get(self.locale[:2], 'English') if not self._can_display_language(language): language = 'English' return language class Lstr: """Used to define strings in a language-independent way. Category: **General Utility Classes** These should be used whenever possible in place of hard-coded strings so that in-game or UI elements show up correctly on all clients in their currently-active language. To see available resource keys, look at any of the bs_language_*.py files in the game or the translations pages at legacy.ballistica.net/translate. ##### Examples EXAMPLE 1: specify a string from a resource path >>> mynode.text = babase.Lstr(resource='audioSettingsWindow.titleText') EXAMPLE 2: specify a translated string via a category and english value; if a translated value is available, it will be used; otherwise the english value will be. To see available translation categories, look under the 'translations' resource section. >>> mynode.text = babase.Lstr(translate=('gameDescriptions', ... 'Defeat all enemies')) EXAMPLE 3: specify a raw value and some substitutions. Substitutions can be used with resource and translate modes as well. >>> mynode.text = babase.Lstr(value='${A} / ${B}', ... subs=[('${A}', str(score)), ('${B}', str(total))]) EXAMPLE 4: babase.Lstr's can be nested. This example would display the resource at res_a but replace ${NAME} with the value of the resource at res_b >>> mytextnode.text = babase.Lstr( ... resource='res_a', ... subs=[('${NAME}', babase.Lstr(resource='res_b'))]) """ # pylint: disable=dangerous-default-value # noinspection PyDefaultArgument @overload def __init__( self, *, resource: str, fallback_resource: str = '', fallback_value: str = '', subs: Sequence[tuple[str, str | Lstr]] = [], ) -> None: """Create an Lstr from a string resource.""" # noinspection PyShadowingNames,PyDefaultArgument @overload def __init__( self, *, translate: tuple[str, str], subs: Sequence[tuple[str, str | Lstr]] = [], ) -> None: """Create an Lstr by translating a string in a category.""" # noinspection PyDefaultArgument @overload def __init__( self, *, value: str, subs: Sequence[tuple[str, str | Lstr]] = [] ) -> None: """Create an Lstr from a raw string value.""" # pylint: enable=redefined-outer-name, dangerous-default-value def __init__(self, *args: Any, **keywds: Any) -> None: """Instantiate a Lstr. Pass a value for either 'resource', 'translate', or 'value'. (see Lstr help for examples). 'subs' can be a sequence of 2-member sequences consisting of values and replacements. 'fallback_resource' can be a resource key that will be used if the main one is not present for the current language in place of falling back to the english value ('resource' mode only). 'fallback_value' can be a literal string that will be used if neither the resource nor the fallback resource is found ('resource' mode only). """ # pylint: disable=too-many-branches if args: raise TypeError('Lstr accepts only keyword arguments') # Basically just store the exact args they passed. # However if they passed any Lstr values for subs, # replace them with that Lstr's dict. self.args = keywds our_type = type(self) if isinstance(self.args.get('value'), our_type): raise TypeError("'value' must be a regular string; not an Lstr") if 'subs' in self.args: subs_new = [] for key, value in keywds['subs']: if isinstance(value, our_type): subs_new.append((key, value.args)) else: subs_new.append((key, value)) self.args['subs'] = subs_new # As of protocol 31 we support compact key names # ('t' instead of 'translate', etc). Convert as needed. if 'translate' in keywds: keywds['t'] = keywds['translate'] del keywds['translate'] if 'resource' in keywds: keywds['r'] = keywds['resource'] del keywds['resource'] if 'value' in keywds: keywds['v'] = keywds['value'] del keywds['value'] if 'fallback' in keywds: from babase import _error _error.print_error( 'deprecated "fallback" arg passed to Lstr(); use ' 'either "fallback_resource" or "fallback_value"', once=True, ) keywds['f'] = keywds['fallback'] del keywds['fallback'] if 'fallback_resource' in keywds: keywds['f'] = keywds['fallback_resource'] del keywds['fallback_resource'] if 'subs' in keywds: keywds['s'] = keywds['subs'] del keywds['subs'] if 'fallback_value' in keywds: keywds['fv'] = keywds['fallback_value'] del keywds['fallback_value']
[docs] def evaluate(self) -> str: """Evaluate the Lstr and returns a flat string in the current language. You should avoid doing this as much as possible and instead pass and store Lstr values. """ return _babase.evaluate_lstr(self._get_json())
[docs] def is_flat_value(self) -> bool: """Return whether the Lstr is a 'flat' value. This is defined as a simple string value incorporating no translations, resources, or substitutions. In this case it may be reasonable to replace it with a raw string value, perform string manipulation on it, etc. """ return bool('v' in self.args and not self.args.get('s', []))
def _get_json(self) -> str: try: return json.dumps(self.args, separators=(',', ':')) except Exception: from babase import _error _error.print_exception('_get_json failed for', self.args) return 'JSON_ERR' @override def __str__(self) -> str: return '<ba.Lstr: ' + self._get_json() + '>' @override def __repr__(self) -> str: return '<ba.Lstr: ' + self._get_json() + '>'
[docs] @staticmethod def from_json(json_string: str) -> babase.Lstr: """Given a json string, returns a babase.Lstr. Does no validation.""" lstr = Lstr(value='') lstr.args = json.loads(json_string) return lstr
def _add_to_attr_dict(dst: AttrDict, src: dict) -> None: for key, value in list(src.items()): if isinstance(value, dict): try: dst_dict = dst[key] except Exception: dst_dict = dst[key] = AttrDict() if not isinstance(dst_dict, AttrDict): raise RuntimeError( "language key '" + key + "' is defined both as a dict and value" ) _add_to_attr_dict(dst_dict, value) else: if not isinstance(value, (float, int, bool, str, str, type(None))): raise TypeError( "invalid value type for res '" + key + "': " + str(type(value)) ) dst[key] = value class AttrDict(dict): """A dict that can be accessed with dot notation. (so foo.bar is equivalent to foo['bar']) """ def __getattr__(self, attr: str) -> Any: val = self[attr] assert not isinstance(val, bytes) return val @override def __setattr__(self, attr: str, value: Any) -> None: raise AttributeError()