/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see
*/
package com.shatteredpixel.shatteredpixeldungeon.messages;
import java.util.Arrays;
import java.util.Enumeration;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Locale;
import java.util.ResourceBundle;
/*
Simple wrapper class for java resource bundles.
The core idea here is that each string resource's key is a combination of the class definition and a local value.
An object or static method would usually call this with an object/class reference (usually its own) and a local key.
This means that an object can just ask for "name" rather than, say, "items.weapon.enchantments.death.name"
*/
public class Messages {
private static String[] prop_files = new String[]{
"com.shatteredpixel.shatteredpixeldungeon.messages.actors.actors",
"com.shatteredpixel.shatteredpixeldungeon.messages.items.items",
"com.shatteredpixel.shatteredpixeldungeon.messages.levels.levels",
"com.shatteredpixel.shatteredpixeldungeon.messages.plants.plants",
"com.shatteredpixel.shatteredpixeldungeon.messages.scenes.scenes",
"com.shatteredpixel.shatteredpixeldungeon.messages.ui.ui",
"com.shatteredpixel.shatteredpixeldungeon.messages.windows.windows",
"com.shatteredpixel.shatteredpixeldungeon.messages.misc.misc"
};
/*
use hashmap for two reasons. Firstly because android 2.2 doesn't support resourcebundle.containskey(),
secondly so I can read in and combine multiple properties files,
resulting in a more clean structure for organizing all the strings, instead of one big file.
..Yes R.string would do this for me, but that's not multiplatform
*/
private static HashMap strings;
static{
setup(Locale.getDefault().getLanguage());
}
public static void setup( String region ){
strings = new HashMap<>();
Locale locale = new Locale(region); //TODO:load in locale from a preference, use default only if none set.
for (String file : prop_files) {
ResourceBundle bundle = ResourceBundle.getBundle( file, locale);
Enumeration keys = bundle.getKeys();
while (keys.hasMoreElements()) {
String key = keys.nextElement();
String value = bundle.getString(key);
//android 2.2 doesn't use UTF-8 by default, need to force it.
if (android.os.Build.VERSION.SDK_INT == 8) {
try {
value = new String(value.getBytes("ISO-8859-1"), "UTF-8");
} catch (Exception e) {}
}
strings.put(key, value);
}
}
}
/**
* Resource grabbing methods
*/
public static String get(String key, Object...args){
return get(null, key, args);
}
public static String get(Object o, String k, Object...args){
return get(o.getClass(), k, args);
}
public static String get(Class c, String k, Object...args){
String key;
if (c != null){
key = c.getName().replace("com.shatteredpixel.shatteredpixeldungeon.", "");
key += "." + k;
} else
key = k;
if (!strings.containsKey(key.toLowerCase())){
//this is so child classes can inherit properties from their parents.
//in cases where text is commonly grabbed as a utility from classes that aren't mean to be instantiated
//(e.g. flavourbuff.dispTurns()) using .class directly is probably smarter to prevent unnecessary recursive calls.
if (c != null && c.getSuperclass() != null){
return get(c.getSuperclass(), k, args);
} else {
return "!!!NO TEXT FOUND!!!";
}
} else {
if (args.length > 0) return format(strings.get(key.toLowerCase()), args);
else return strings.get(key.toLowerCase());
}
}
/**
* String Utility Methods
*/
public static String format( String format, Object...args ) {
return String.format( Locale.ENGLISH, format, args );
}
public static String capitalize( String str ){
return Character.toTitleCase( str.charAt( 0 ) ) + str.substring( 1 );
}
//Words which should not be capitalized in title case, mostly prepositions which appear ingame
//This list is not comprehensive!
private static final HashSet noCaps = new HashSet<>(
Arrays.asList(new String[]{
//English
"a", "of",
//French
"à", "avec", "de", "du", "des",
//Portugese
"a", "de", "des", "da", "das", "do", "dos",
//German
"der", "des",
//Russian
"с", //Not an english c, looks just like it though.
})
);
public static String titleCase( String str ){
String result = "";
//split by any unicode space character
for (String word : str.split("(?<=\\p{Zs})")){
if (noCaps.contains(word.trim().toLowerCase())){
result += word;
} else {
result += capitalize(word);
}
}
//first character is always capitalized.
return capitalize(result);
}
}