githaven-fork/modules/translation/translation.go
wxiaoguang 50a72e7a83
Use a general approach to access custom/static/builtin assets (#24022)
The idea is to use a Layered Asset File-system (modules/assetfs/layered.go)

For example: when there are 2 layers: "custom", "builtin", when access
to asset "my/page.tmpl", the Layered Asset File-system will first try to
use "custom" assets, if not found, then use "builtin" assets.

This approach will hugely simplify a lot of code, make them testable.

Other changes:

* Simplify the AssetsHandlerFunc code
* Simplify the `gitea embedded` sub-command code

---------

Co-authored-by: Jason Song <i@wolfogre.com>
Co-authored-by: Lunny Xiao <xiaolunwen@gmail.com>
2023-04-12 18:16:45 +08:00

226 lines
5.3 KiB
Go

// Copyright 2020 The Gitea Authors. All rights reserved.
// SPDX-License-Identifier: MIT
package translation
import (
"context"
"sort"
"strings"
"sync"
"code.gitea.io/gitea/modules/log"
"code.gitea.io/gitea/modules/options"
"code.gitea.io/gitea/modules/setting"
"code.gitea.io/gitea/modules/translation/i18n"
"golang.org/x/text/language"
)
type contextKey struct{}
var ContextKey interface{} = &contextKey{}
// Locale represents an interface to translation
type Locale interface {
Language() string
Tr(string, ...interface{}) string
TrN(cnt interface{}, key1, keyN string, args ...interface{}) string
}
// LangType represents a lang type
type LangType struct {
Lang, Name string // these fields are used directly in templates: {{range .AllLangs}}{{.Lang}}{{.Name}}{{end}}
}
var (
lock *sync.RWMutex
matcher language.Matcher
allLangs []*LangType
allLangMap map[string]*LangType
supportedTags []language.Tag
)
// AllLangs returns all supported languages sorted by name
func AllLangs() []*LangType {
return allLangs
}
// InitLocales loads the locales
func InitLocales(ctx context.Context) {
if lock != nil {
lock.Lock()
defer lock.Unlock()
} else if !setting.IsProd && lock == nil {
lock = &sync.RWMutex{}
}
refreshLocales := func() {
i18n.ResetDefaultLocales()
localeNames, err := options.AssetFS().ListFiles("locale", true)
if err != nil {
log.Fatal("Failed to list locale files: %v", err)
}
localeData := make(map[string][]byte, len(localeNames))
for _, name := range localeNames {
localeData[name], err = options.Locale(name)
if err != nil {
log.Fatal("Failed to load %s locale file. %v", name, err)
}
}
supportedTags = make([]language.Tag, len(setting.Langs))
for i, lang := range setting.Langs {
supportedTags[i] = language.Raw.Make(lang)
}
matcher = language.NewMatcher(supportedTags)
for i := range setting.Names {
var localeDataBase []byte
if i == 0 && setting.Langs[0] != "en-US" {
// Only en-US has complete translations. When use other language as default, the en-US should still be used as fallback.
localeDataBase = localeData["locale_en-US.ini"]
if localeDataBase == nil {
log.Fatal("Failed to load locale_en-US.ini file.")
}
}
key := "locale_" + setting.Langs[i] + ".ini"
if err = i18n.DefaultLocales.AddLocaleByIni(setting.Langs[i], setting.Names[i], localeDataBase, localeData[key]); err != nil {
log.Error("Failed to set messages to %s: %v", setting.Langs[i], err)
}
}
if len(setting.Langs) != 0 {
defaultLangName := setting.Langs[0]
if defaultLangName != "en-US" {
log.Info("Use the first locale (%s) in LANGS setting option as default", defaultLangName)
}
i18n.DefaultLocales.SetDefaultLang(defaultLangName)
}
}
refreshLocales()
langs, descs := i18n.DefaultLocales.ListLangNameDesc()
allLangs = make([]*LangType, 0, len(langs))
allLangMap = map[string]*LangType{}
for i, v := range langs {
l := &LangType{v, descs[i]}
allLangs = append(allLangs, l)
allLangMap[v] = l
}
// Sort languages case-insensitive according to their name - needed for the user settings
sort.Slice(allLangs, func(i, j int) bool {
return strings.ToLower(allLangs[i].Name) < strings.ToLower(allLangs[j].Name)
})
if !setting.IsProd {
go options.AssetFS().WatchLocalChanges(ctx, func() {
lock.Lock()
defer lock.Unlock()
refreshLocales()
})
}
}
// Match matches accept languages
func Match(tags ...language.Tag) language.Tag {
_, i, _ := matcher.Match(tags...)
return supportedTags[i]
}
// locale represents the information of localization.
type locale struct {
i18n.Locale
Lang, LangName string // these fields are used directly in templates: .i18n.Lang
}
// NewLocale return a locale
func NewLocale(lang string) Locale {
if lock != nil {
lock.RLock()
defer lock.RUnlock()
}
langName := "unknown"
if l, ok := allLangMap[lang]; ok {
langName = l.Name
}
i18nLocale, _ := i18n.GetLocale(lang)
return &locale{
Locale: i18nLocale,
Lang: lang,
LangName: langName,
}
}
func (l *locale) Language() string {
return l.Lang
}
// Language specific rules for translating plural texts
var trNLangRules = map[string]func(int64) int{
// the default rule is "en-US" if a language isn't listed here
"en-US": func(cnt int64) int {
if cnt == 1 {
return 0
}
return 1
},
"lv-LV": func(cnt int64) int {
if cnt%10 == 1 && cnt%100 != 11 {
return 0
}
return 1
},
"ru-RU": func(cnt int64) int {
if cnt%10 == 1 && cnt%100 != 11 {
return 0
}
return 1
},
"zh-CN": func(cnt int64) int {
return 0
},
"zh-HK": func(cnt int64) int {
return 0
},
"zh-TW": func(cnt int64) int {
return 0
},
"fr-FR": func(cnt int64) int {
if cnt > -2 && cnt < 2 {
return 0
}
return 1
},
}
// TrN returns translated message for plural text translation
func (l *locale) TrN(cnt interface{}, key1, keyN string, args ...interface{}) string {
var c int64
if t, ok := cnt.(int); ok {
c = int64(t)
} else if t, ok := cnt.(int16); ok {
c = int64(t)
} else if t, ok := cnt.(int32); ok {
c = int64(t)
} else if t, ok := cnt.(int64); ok {
c = t
} else {
return l.Tr(keyN, args...)
}
ruleFunc, ok := trNLangRules[l.Lang]
if !ok {
ruleFunc = trNLangRules["en-US"]
}
if ruleFunc(c) == 0 {
return l.Tr(key1, args...)
}
return l.Tr(keyN, args...)
}