# Released under the MIT License. See LICENSE for details.
#
"""Language related functionality."""
from __future__ import annotations
import os
import json
import logging
from functools import partial
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
self._test_timer: babase.AppTimer | 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'
elif name == 'Piratespeak':
names[i] = 'PirateSpeak'
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 testlanguage(self, langid: str) -> None:
"""Set the app to test an in-progress language.
Pass a language id from the translation editor website as 'langid';
something like 'Gibberish_3263'. Once set to testing, the engine
will repeatedly download and apply that same test language, so
changes can be made to it and observed live.
"""
print(
f'Language test mode enabled.'
f' Will fetch and apply \'{langid}\' every 5 seconds,'
f' so you can see your changes live.'
)
self._test_timer = _babase.AppTimer(
5.0, partial(self._update_test_language, langid), repeat=True
)
self._update_test_language(langid)
def _on_test_lang_response(
self, langid: str, response: None | dict[str, Any]
) -> None:
if response is None:
return
self.setlanguage(response)
print(f'Fetched and applied {langid}.')
def _update_test_language(self, langid: str) -> None:
if _babase.app.classic is None:
raise RuntimeError('This requires classic.')
_babase.app.classic.master_server_v1_get(
'bsLangGet',
{'lang': langid, 'format': 'json'},
partial(self._on_test_lang_response, langid),
)
[docs]
def setlanguage(
self,
language: str | dict | 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)
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())
# Special case - passing a complete dict for testing.
if isinstance(language, dict):
self._language = 'Custom'
lmodvalues = language
switched = False
print_change = False
store_to_config = False
else:
# Ok, we're setting a real language.
# 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
# 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}';"
f' 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:
assert isinstance(language, str)
_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.supports_unicode_display()
):
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'))])
"""
# This class is used a lot in UI stuff and doesn't need to be
# flexible, so let's optimize its performance a bit.
__slots__ = ['args']
@overload
def __init__(
self,
*,
resource: str,
fallback_resource: str = '',
fallback_value: str = '',
subs: Sequence[tuple[str, str | Lstr]] | None = None,
) -> None:
"""Create an Lstr from a string resource."""
@overload
def __init__(
self,
*,
translate: tuple[str, str],
subs: Sequence[tuple[str, str | Lstr]] | None = None,
) -> None:
"""Create an Lstr by translating a string in a category."""
@overload
def __init__(
self,
*,
value: str,
subs: Sequence[tuple[str, str | Lstr]] | None = None,
) -> None:
"""Create an Lstr from a raw string 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 keywds:
subs = keywds.get('subs')
subs_filtered = []
if subs is not None:
for key, value in keywds['subs']:
if isinstance(value, our_type):
subs_filtered.append((key, value.args))
else:
subs_filtered.append((key, value))
self.args['subs'] = subs_filtered
# 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()