Files
TheGame/scripts/Systems/Localization/LocalizationManager.cs
Björn Blomberg ed4ce28921 Refactor: reorganize scripts with domain-driven design structure
Move all C# scripts from flat structure to organized folders:
- Core/ for game logic (Game, GameState, GameSettings)
- UI/Menus/ and UI/Dialogs/ for user interface
- Systems/ for reusable systems (Save, Localization)
- Data/ for data models and configuration
- Added framework for future: Gameplay/, Story/, Modding/

Update all .tscn scene files to reference new script paths.
Fix timing issue in AdvancedSaveDialog focus handling.
2025-10-17 14:50:40 +02:00

255 lines
9.3 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.Json;
namespace TheGame
{
public class LocalizationManager
{
private static LocalizationManager _instance;
private Dictionary<string, string> _currentTranslations;
private Dictionary<string, string> _fallbackTranslations;
private string _currentLanguage = "eng";
private readonly string _languagesPath;
public static LocalizationManager Instance
{
get
{
if (_instance == null)
{
_instance = new LocalizationManager();
}
return _instance;
}
}
private LocalizationManager()
{
// För development: använd fil-systemet
// För export: använd Godot's resource system
_languagesPath = "res://resources/languages";
// Skapa engelska som fallback om den inte finns
CreateDefaultEnglishFile();
// Ladda engelska som fallback
_fallbackTranslations = LoadLanguageFile("eng");
// Ladda nuvarande språk
_currentTranslations = _fallbackTranslations;
}
private void CreateDefaultEnglishFile()
{
// Kontrollera om engelsk fil finns i resources
if (!Godot.FileAccess.FileExists("res://resources/languages/eng.json"))
{
var defaultTranslations = new Dictionary<string, string>
{
// Main Menu
{"main_menu_title", "THE GAME"},
{"main_menu_start", "Start Game"},
{"main_menu_load", "Load Game"},
{"main_menu_settings", "Settings"},
{"main_menu_exit", "Exit"},
// Pause Menu
{"pause_menu_title", "PAUSED"},
{"pause_menu_resume", "Resume"},
{"pause_menu_save", "Save Game"},
{"pause_menu_settings", "Settings"},
{"pause_menu_main_menu", "Exit to Main Menu"},
{"pause_menu_desktop", "Exit to Desktop"},
// Load Game Menu
{"load_game_title", "LOAD GAME"},
{"load_game_back", "Back to Main Menu"},
{"load_game_no_saves", "No saved games found"},
{"load_game_playtime", "Playtime"},
{"load_game_saved", "Saved"},
// Save Dialog
{"save_dialog_title", "Save Game"},
{"save_dialog_enter_name", "Enter save name:"},
{"save_dialog_placeholder", "My Save Game"},
// Settings Menu
{"settings_title", "SETTINGS"},
{"settings_general", "General"},
{"settings_video", "Video"},
{"settings_audio", "Audio"},
{"settings_apply", "Apply"},
{"settings_cancel", "Cancel"},
{"settings_back", "Back"},
// General Settings
{"settings_language", "Language"},
// Video Settings
{"settings_fullscreen", "Fullscreen"},
// Audio Settings
{"settings_master_volume", "Master Volume"},
{"settings_background_volume", "Background Volume"},
{"settings_effects_volume", "Effects Volume"},
{"settings_radio_volume", "Radio Volume"},
// Game
{"game_content", "GAME CONTENT HERE\\nPress ESC or click pause button to pause"},
// Common
{"ok", "OK"},
{"cancel", "Cancel"},
{"yes", "Yes"},
{"no", "No"}
};
try
{
string jsonString = JsonSerializer.Serialize(defaultTranslations, new JsonSerializerOptions
{
WriteIndented = true
});
// Försök spara endast i development mode
if (OS.IsDebugBuild())
{
var file = Godot.FileAccess.Open("res://resources/languages/eng.json", Godot.FileAccess.ModeFlags.Write);
if (file != null)
{
file.StoreString(jsonString);
file.Close();
GD.Print("Created default English language file in resources");
}
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to create English language file: {ex.Message}");
}
}
}
public List<string> GetAvailableLanguages()
{
var languages = new List<string>();
try
{
// Använd DirAccess för att läsa från resources
var dir = DirAccess.Open("res://resources/languages");
if (dir != null)
{
dir.ListDirBegin();
string fileName = dir.GetNext();
while (fileName != "")
{
if (!dir.CurrentIsDir() && fileName.EndsWith(".json"))
{
string languageCode = fileName.GetBaseName();
languages.Add(languageCode);
}
fileName = dir.GetNext();
}
dir.ListDirEnd();
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to get available languages: {ex.Message}");
}
// Se till att engelska alltid finns
if (!languages.Contains("eng"))
{
languages.Add("eng");
}
GD.Print($"Available languages: {string.Join(", ", languages)}");
return languages;
}
private Dictionary<string, string> LoadLanguageFile(string languageCode)
{
var translations = new Dictionary<string, string>();
string filePath = $"res://resources/languages/{languageCode}.json";
try
{
if (Godot.FileAccess.FileExists(filePath))
{
var file = Godot.FileAccess.Open(filePath, Godot.FileAccess.ModeFlags.Read);
if (file != null)
{
string jsonString = file.GetAsText();
file.Close();
var loadedTranslations = JsonSerializer.Deserialize<Dictionary<string, string>>(jsonString);
if (loadedTranslations != null)
{
translations = loadedTranslations;
GD.Print($"Loaded {translations.Count} translations for language: {languageCode}");
}
}
}
else
{
GD.Print($"Language file not found: {filePath}");
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load language file {filePath}: {ex.Message}");
}
return translations;
}
public void SetLanguage(string languageCode)
{
if (_currentLanguage == languageCode)
return;
_currentLanguage = languageCode;
_currentTranslations = LoadLanguageFile(languageCode);
GD.Print($"Language changed to: {languageCode}");
// Skicka signal för att uppdatera alla UI-element
GetTree().CallGroup("localized_ui", "UpdateLocalization");
}
public string GetText(string key)
{
// Försök hämta från nuvarande språk
if (_currentTranslations != null && _currentTranslations.ContainsKey(key))
{
return _currentTranslations[key];
}
// Fallback till engelska
if (_fallbackTranslations != null && _fallbackTranslations.ContainsKey(key))
{
return _fallbackTranslations[key];
}
// Om inte ens engelska finns, returnera nyckeln
GD.PrintErr($"Missing translation for key: {key}");
return key;
}
public string GetCurrentLanguage()
{
return _currentLanguage;
}
private SceneTree GetTree()
{
return Engine.GetMainLoop() as SceneTree;
}
}
}