Files
RobustToolbox/Robust.Shared/Localization/ILocalizationManager.cs
slarticodefast de2dafe507 increase Loc.GetString log level to warning (#6361)
* increase loglevel to warning

* add release notes

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-12-31 19:49:05 +01:00

165 lines
6.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using JetBrains.Annotations;
using Robust.Shared.Serialization;
namespace Robust.Shared.Localization
{
// ReSharper disable once CommentTypo
/// <summary>
/// Provides facilities to obtain language appropriate in-game text.
/// </summary>
/// <remarks>
/// <para>
/// Translation is handled using Project Fluent (https://www.projectfluent.org/)
/// You pass a Fluent 'identifier' as a string and the localization manager will fetch the message
/// matching that identifier from the currently loaded language's Fluent files.
/// </para>
/// </remarks>
/// <seealso cref="Loc"/>
[PublicAPI]
[NotContentImplementable]
public interface ILocalizationManager
{
/// <summary>
/// Gets a language appropriate string represented by the supplied messageId.
/// </summary>
/// <param name="messageId">Unique Identifier for a translated message.</param>
/// <returns>
/// The language appropriate message if available, otherwise the messageId is returned.
/// Logs a warning if the message does not exist.
/// </returns>
string GetString(string messageId);
/// <summary>
/// Checks if the specified id has been registered, without checking its arguments.
/// </summary>
/// <param name="messageId">Unique Identifier for a translated message.</param>
/// <returns>true if it exists, even if it requires any parameters to be passed.</returns>
bool HasString(string messageId);
/// <summary>
/// Try- version of <see cref="GetString(string)"/>
/// </summary>
/// <remarks>
/// Does not log a warning if the message does not exist.
/// Does however log errors if any occur while formatting.
/// </remarks>
bool TryGetString(string messageId, [NotNullWhen(true)] out string? value);
/// <summary>
/// Version of <see cref="GetString(string)"/> that supports arguments.
/// </summary>
string GetString(string messageId, params (string, object)[] args);
/// <summary>
/// Version of <see cref="GetString(string)"/> that supports arguments.
/// </summary>
string GetString(string messageId, (string, object) arg);
/// <summary>
/// Version of <see cref="GetString(string)"/> that supports arguments.
/// </summary>
string GetString(string messageId, (string, object) arg, (string, object) arg2);
/// <summary>
/// Try- version of <see cref="GetString(string, (string, object)[])"/>
/// </summary>
/// <remarks>
/// Does not log a warning if the message does not exist.
/// Does however log errors if any occur while formatting.
/// </remarks>
bool TryGetString(string messageId, [NotNullWhen(true)] out string? value, (string, object) arg);
/// <summary>
/// Try- version of <see cref="GetString(string, (string, object)[])"/>
/// </summary>
/// <remarks>
/// Does not log a warning if the message does not exist.
/// Does however log errors if any occur while formatting.
/// </remarks>
bool TryGetString(string messageId, [NotNullWhen(true)] out string? value, (string, object) arg1, (string, object) arg2);
/// <summary>
/// Try- version of <see cref="GetString(string, (string, object)[])"/>
/// </summary>
/// <remarks>
/// Does not log a warning if the message does not exist.
/// Does however log errors if any occur while formatting.
/// </remarks>
bool TryGetString(string messageId, [NotNullWhen(true)] out string? value, params (string, object)[] keyArgs);
/// <summary>
/// Default culture used by other methods when no culture is explicitly specified.
/// Changing this also changes the current thread's culture.
/// </summary>
CultureInfo? DefaultCulture { get; set; }
/// <summary>
/// Checks if the culture is loaded, if not,
/// loads it via <see cref="ILocalizationManager.LoadCulture"/>
/// and then set it as <see cref="ILocalizationManager.DefaultCulture"/>.
/// </summary>
void SetCulture(CultureInfo culture);
/// <summary>
/// Checks to see if the culture has been loaded.
/// </summary>
bool HasCulture(CultureInfo culture);
/// <summary>
/// Load data for a culture.
/// </summary>
/// <param name="culture"></param>
void LoadCulture(CultureInfo culture);
/// <summary>
/// Loads <see cref="CultureInfo"/> obtained from <see cref="CVars.LocCultureName"/>,
/// they are different for client and server, and also can be saved.
/// </summary>
CultureInfo SetDefaultCulture();
/// <summary>
/// Returns all locale directories from the game's resources.
/// </summary>
List<CultureInfo> GetFoundCultures();
/// <summary>
/// Sets culture to be used in the absence of the main one.
/// </summary>
void SetFallbackCluture(params CultureInfo[] culture);
/// <summary>
/// Immediately reload ALL localizations from resources.
/// </summary>
void ReloadLocalizations();
/// <summary>
/// Add a function that can be called from Fluent localizations.
/// </summary>
/// <param name="culture">The culture to add the function instance for.</param>
/// <param name="name">The name of the function.</param>
/// <param name="function">The function itself.</param>
void AddFunction(CultureInfo culture, string name, LocFunction function);
/// <summary>
/// Gets localization data for an entity prototype.
/// </summary>
EntityLocData GetEntityData(string prototypeId);
/// <summary>
/// Initializes the <see cref="LocalizationManager"/>.
/// </summary>
void Initialize()
{
}
}
internal interface ILocalizationManagerInternal : ILocalizationManager
{
void AddLoadedToStringSerializer(IRobustMappedStringSerializer serializer);
}
}