Zlang
Per-player language system using GVar or SVar.
Install / Use
/learn @Open-GTO/ZlangREADME
zlang
Per-player language system using GVar or SVar.
The GVar plugin is optional, but recommended when using SA-MP.
If the plugin is not used (i.e. gvar is not included before zlang), SVar will be used instead.
You can explicitly control this behavior using:
#define LANG_USE_SVAR- force SVar mode.#define LANG_USE_GVAR- force GVar mode.
The foreach library is optional, but recommended.
Also take a look at the mdialog library, which provides updated versions of Dialog_Open, Dialog_Message, and Dialog_MessageEx with zlang support.
Basic usage
#include <a_samp>
#include <gvar> // optional
#include <zlang>
enum e_LANG_INFO {
Lang:e_LANG_EN,
Lang:e_LANG_RU,
}
static
gLang[e_LANG_INFO];
main() {}
public OnGameModeInit()
{
// load languages
gLang[e_LANG_RU] = Lang_Add("ru", "Russian");
gLang[e_LANG_EN] = Lang_Add("en", "English");
Lang_LoadFile(gLang[e_LANG_RU], "ru.ini");
Lang_LoadFile(gLang[e_LANG_EN], "en.ini");
// set english as the default language
Lang_SetDefaultLang(gLang[e_LANG_EN]);
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp(cmdtext, "/ru", true, 3) == 0) {
Lang_SetPlayerLang(playerid, gLang[e_LANG_RU]);
Lang_SendText(playerid, "LANGUAGE_CHANGED");
return 1;
}
if (strcmp(cmdtext, "/en", true, 3) == 0) {
Lang_SetPlayerLang(playerid, gLang[e_LANG_EN]);
Lang_SendText(playerid, "LANGUAGE_CHANGED");
return 1;
}
if (strcmp(cmdtext, "/help", true, 5) == 0) {
Lang_SendText(playerid, "{FF0000}HELLO_MSG");
Lang_SendText(playerid, "COMMANDS_LIST");
return 1;
}
if (strcmp(cmdtext, "/help330", true, 5) == 0) {
Lang_SendText(playerid, "Hello, World!");
Lang_SendText(playerid, "Commands: /help, /en, /ru");
return 1;
}
if (strcmp(cmdtext, "/multiline", true, 5) == 0) {
Lang_SendText(playerid, "MULTILINE_EXAMPLE");
// Line 1,line 2,line 3.
return 1;
}
return 0;
}
scriptfiles/en.ini:
COLOR_GRAY = {CCCCCC}
LANGUAGE_CHANGED = \v(COLOR_GRAY)Now you are using english language.
HELLO_MSG = Hello, {00FF00}World!
COMMANDS_LIST = Commands: /help, /en, /ru
MULTILINE_EXAMPLE_0 = Line 1,
MULTILINE_EXAMPLE_1 = line 2,
MULTILINE_EXAMPLE_2 = line 3.
scriptfiles/ru.ini:
COLOR_GRAY = {CCCCCC}
LANGUAGE_CHANGED = \v(COLOR_GRAY)Теперь вы используете русский язык.
HELLO_MSG = Привет, {00FF00}Мир!
COMMANDS_LIST = Команды: /help, /en, /ru
MULTILINE_EXAMPLE_0 = Строка 1,
MULTILINE_EXAMPLE_1 = строка 2,
MULTILINE_EXAMPLE_2 = строка 3.
# since zlang 3.3.0
Hello, World! = \v(HELLO_MSG)
Commands: /help, /en, /ru = \v(COMMANDS_LIST)
Filterscript example
To use zlang in filterscripts, add #define ENABLE_LANG_MULTISCRIPT to all your scripts (including the gamemode), as shown below:
#include <a_samp>
#define ENABLE_LANG_MULTISCRIPT
#include "zlang.inc"
Language file format
Language file format is a standard INI file format (without sections). It supports a variety of special characters, such as \n, \t, \%, \s, \\, \v(<value>), \x<hex>.
Variables
You can use variables in your text files. This supports any nesting level.
HELLO_MSG = Hello
COLOR_RED = {FF0000}
COLOR_GREEN = {00FF00}
COLOR_WHITE = {FFFFFF}
NAME_ONE = \v(COLOR_RED)Alex\v(COLOR_WHITE)
NAME_TWO = \v(COLOR_GREEN)Peter\v(COLOR_WHITE)
MESSAGE_HELLO = \v(COLOR_WHITE)\v(HELLO_MSG) \v(NAME_ONE) and \v(NAME_TWO)
dynamic_var_test = Hello, \v(%s) <- this is dynamic variable
Example of usage dynamic variables:
// initialize dynamic variables
#define ENABLE_LANG_DYNAMIC_VARS
#include <zlang>
public OnGameModeInit()
{
// ...init zlang...
Lang_printf("dynamic_var_test", "MESSAGE_HELLO");
// result:
// Hello, {FFFFFF}Hello {FF0000}Alex{FFFFFF} and {00FF00}Peter{FFFFFF} <- this is dynamic variable
return 1;
}
Defines
Directive | Default value | Note ----------|---------------|------------ INVALID_LANG_ID | Lang:-1 | INVALID_LANG_FILE_ID | -1 | MAX_LANGS | 2 | Can be redefined LANG_VAR_OFFSET | 1000 | Can be redefined LANG_IGNORED_FIRST_SYMBOL | '\0', '#', ';' | Can be redefined MAX_LANG_VAR_STRING | 144 | Can be redefined MAX_LANG_VALUE_STRING | 288 | Can be redefined MAX_LANG_FORMAT_STRING | 144 | Can be redefined MAX_LANG_MULTI_LINES | 25 | Can be redefined MAX_LANG_MVALUE_STRING | MAX_LANG_VALUE_STRING * MAX_LANG_MULTI_LINES | Can be redefined MAX_LANG_MFORMAT_STRING | MAX_LANG_FORMAT_STRING * MAX_LANG_MULTI_LINES | Can be redefined MAX_LANG_SEPARATOR_STRING | 64 | Can be redefined MAX_LANG_CODE | 2 | Can be redefined MAX_LANG_NAME | 16 | Can be redefined MAX_LANG_FILES | 5 | Can be redefined MAX_LANG_FILENAME | 256 | Can be redefined ENABLE_LANG_DYNAMIC_VARS | (disabled) | Can be redefined LANG_SVAR_VARNAME_MASK | "lng%d_%s" | Can be redefined MAX_LANG_PREFIX_SVAR_STRING | 7 + MAX_LANG_VAR_STRING | Can be redefined, available only in SVar mode LANG_SYSVAR_PREFIX | "zlang_" | Can be redefined, available only in SVar mode ENABLE_LANG_MULTISCRIPT | (disabled) | Enables multiscript mode LANG_SYSVAR_VARS_NAME | LANG_SYSVAR_PREFIX "vars_name" | Available only in multiscript mode LANG_SYSVAR_SLOT_NAME | LANG_SYSVAR_PREFIX "slot_name" | Available only in multiscript mode LANG_SYSVAR_SLOT_CODE | LANG_SYSVAR_PREFIX "slot_code" | Available only in multiscript mode LANG_SYSVAR_SLOT_STATUS | LANG_SYSVAR_PREFIX "slot_status" | Available only in multiscript mode LANG_SYSVAR_SLOT_FILES | LANG_SYSVAR_PREFIX "slot_files" | Available only in multiscript mode LANG_SYSVAR_DEFAULT_LANG | LANG_SYSVAR_PREFIX "default_lang" | Available only in multiscript mode LANG_SYSVAR_PLAYER_LANG | LANG_SYSVAR_PREFIX "player_lang" | Available only in multiscript mode
Functions
Add language
Lang:Lang_Add(const code[], const name[])
Remove language
Lang_Remove(Lang:lang)
Remove all languages
Lang_RemoveAll()
Load language file
Lang_LoadFile(Lang:lang, const filename[])
Unload language file
Lang_UnloadFile(Lang:lang, const filename[] = "", fid = INVALID_LANG_FILE_ID)
Reload all language files
Lang_Reload(Lang:lang)
Get language id by code or name
Lang:Lang_Get(code[] = "", name[] = "")
Set language name
Lang_SetName(Lang:lang, const name[])
Get language name
Lang_GetName(Lang:lang, name[], const size = sizeof(name))
Get language name and return it
Lang_ReturnName(Lang:lang)
Set language code
Lang_SetCode(Lang:lang, const code[])
Get language code
Lang_GetCode(Lang:lang, code[], const size = sizeof(code))
Get language code and return it
Lang_ReturnCode(Lang:lang)
Get language codes string
Lang_GetCodes(result[], const size = sizeof(result), const separator = '/', const bool:isuppercase = false)
Get language codes string and return it
Lang_ReturnCodes(const separator = '/', const bool:isuppercase = false)
Check language on valid
Lang_IsValid(Lang:lang)
Get languages count
Lang_GetCount()
Set player language
Lang_SetPlayerLang(playerid, Lang:lang)
Get player language
Lang:Lang_GetPlayerLang(playerid)
Set player language by code
Lang:Lang_SetPlayerLangByCode(playerid, const code[])
Set player language by name
Lang:Lang_SetPlayerLangByName(playerid, const name[])
Set default server language
Lang_SetDefaultLang(Lang:lang)
Get default server language
Lang_GetDefaultLang()
Get language text
Lang_GetText(Lang:lang, const var[], text[], const size = sizeof(text), {Float, _}:...)
Get player language text
Lang_GetPlayerText(playerid, const var[], text[], const size = sizeof(text), {Float, _}:...)
Get default language text
Lang_GetDefaultText(const var[], text[], const size = sizeof(text), {Float, _}:...)
Remove language text
Lang_RemoveText(Lang:lang, const var[])
Is language text exists
Lang_IsTextExists(Lang:lang, const var[])
Language printf function with default language
Lang_printf(const var[], {Float, _}:...)
Language printf function with specific language
Lang_printfex(Lang:lang, const var[], {Float, _}:...)
Language print function with default language
Lang_print(const var[], {Float, _}:...)
Language print function with specific language
Lang_printex(Lang:lang, const var[])
Send language text to player
Lang_SendText(playerid, const var[], {Float, _}:...)
Send language text to all players
Lang_SendTextToAll(const var[], {Float, _}:...)
Send language text to all players in array
Note: iteration over the players array stops when an element with the value INVALID_PLAYER_ID is encountered.
Lang_SendTextToPlayers(const players[], const var[], {Float, _}:...)
Send language text to all players in array
Lang_SendTextToPlayersEx(const players[], const size = sizeof(players), const var[], {Float, _}:...)
Show language dialog to player
Lang_ShowDialog(playerid, dialogid, style, const var_caption[], const var_info[], const var_button1[], const var_button2[], {Float, _}:...)
Show language game text to player
Lang_GameText(playerid, time, style, const var[], {Float, _}:...)
Show language game text to all players
Lang_GameTextForAll(time, style, const var[], {Float, _}:...)
Create TextDraw with language var
Lang_TextDrawCreate(Lang:lang, Float:x, Float:y, const var[], {Float, _}:...)
Sets the language text to the TextDraw for specific player
Note: open.mp
