Updated the initial language detection to provided some logging.

This commit is contained in:
bubnikv 2019-08-30 10:20:38 +02:00
parent 6fb93470de
commit 9dda1f10a2

View file

@ -653,12 +653,18 @@ bool GUI_App::load_language(wxString language, bool initial)
wxFileTranslationsLoader::AddCatalogLookupPathPrefix(from_u8(localization_dir())); wxFileTranslationsLoader::AddCatalogLookupPathPrefix(from_u8(localization_dir()));
// Get the active language from PrusaSlicer.ini, or empty string if the key does not exist. // Get the active language from PrusaSlicer.ini, or empty string if the key does not exist.
language = app_config->get("translation_language"); language = app_config->get("translation_language");
if (! language.empty())
BOOST_LOG_TRIVIAL(trace) << boost::format("translation_language provided by PrusaSlicer.ini: %1%") % language;
// Get the system language. // Get the system language.
{ {
const wxLanguage lang_system = wxLanguage(wxLocale::GetSystemLanguage()); const wxLanguage lang_system = wxLanguage(wxLocale::GetSystemLanguage());
if (lang_system != wxLANGUAGE_UNKNOWN) if (lang_system != wxLANGUAGE_UNKNOWN) {
m_language_info_system = wxLocale::GetLanguageInfo(lang_system); m_language_info_system = wxLocale::GetLanguageInfo(lang_system);
BOOST_LOG_TRIVIAL(trace) << boost::format("System language detected (user locales and such): %1%") % m_language_info_system->CanonicalName.ToUTF8().data();
}
} }
#if defined(__WXMSW__) || defined(__WXOSX__)
{ {
// Allocating a temporary locale will switch the default wxTranslations to its internal wxTranslations instance. // Allocating a temporary locale will switch the default wxTranslations to its internal wxTranslations instance.
wxLocale temp_locale; wxLocale temp_locale;
@ -670,36 +676,41 @@ bool GUI_App::load_language(wxString language, bool initial)
// The last parameter gets added to the list of detected dictionaries. This is a workaround // The last parameter gets added to the list of detected dictionaries. This is a workaround
// for not having the English dictionary. Let's hope wxWidgets of various versions process this call the same way. // for not having the English dictionary. Let's hope wxWidgets of various versions process this call the same way.
wxString best_language = wxTranslations::Get()->GetBestTranslation(SLIC3R_APP_KEY, wxLANGUAGE_ENGLISH); wxString best_language = wxTranslations::Get()->GetBestTranslation(SLIC3R_APP_KEY, wxLANGUAGE_ENGLISH);
if (! best_language.IsEmpty()) if (! best_language.IsEmpty()) {
m_language_info_best = wxLocale::FindLanguageInfo(best_language); m_language_info_best = wxLocale::FindLanguageInfo(best_language);
BOOST_LOG_TRIVIAL(trace) << boost::format("Best translation language detected (may be different from user locales): %1%") % m_language_info_best->CanonicalName.ToUTF8().data();
}
} }
#endif
} }
const wxLanguageInfo *language_info = wxLocale::FindLanguageInfo(language); const wxLanguageInfo *language_info = wxLocale::FindLanguageInfo(language);
if (language_info == nullptr) if (! language.empty() && language_info == nullptr)
language.clear(); BOOST_LOG_TRIVIAL(error) << boost::format("Language code \"%1%\" is not supported") % language.ToUTF8().data();
if (language.IsEmpty()) { if (language_info != nullptr && language_info->LayoutDirection == wxLayout_RightToLeft) {
BOOST_LOG_TRIVIAL(trace) << boost::format("The following language code requires right to left layout, which is not supported by PrusaSlicer: %1%") % language_info->CanonicalName.ToUTF8().data();
language_info = nullptr;
}
if (language_info == nullptr) {
if (m_language_info_system != nullptr && m_language_info_system->LayoutDirection != wxLayout_RightToLeft) if (m_language_info_system != nullptr && m_language_info_system->LayoutDirection != wxLayout_RightToLeft)
language = m_language_info_system->CanonicalName; language_info = m_language_info_system;
if (m_language_info_best != nullptr && m_language_info_best->LayoutDirection != wxLayout_RightToLeft) if (m_language_info_best != nullptr && m_language_info_best->LayoutDirection != wxLayout_RightToLeft)
language = m_language_info_best->CanonicalName; language_info = m_language_info_best;
if (language.IsEmpty()) if (language_info == nullptr)
language = "en_US"; language_info = wxLocale::GetLanguageInfo(wxLANGUAGE_ENGLISH_US);
} }
language_info = wxLocale::FindLanguageInfo(language); BOOST_LOG_TRIVIAL(trace) << boost::format("Switching wxLocales to %1%") % language_info->CanonicalName.ToUTF8().data();
if (language_info == nullptr || language_info->LayoutDirection == wxLayout_RightToLeft) {
// We don't support right-to-left rendering (Hebrew, Arabic ...), therefore we switch to English.
language = "en_US";
language_info = wxLocale::GetLanguageInfo(wxLANGUAGE_ENGLISH_US);
}
// Alternate language code. // Alternate language code.
wxLanguage language_dict = wxLanguage(language_info->Language); wxLanguage language_dict = wxLanguage(language_info->Language);
if (language.BeforeFirst('_') == "sk") if (language_info->CanonicalName.BeforeFirst('_') == "sk") {
// Slovaks understand Czech well. Give them the Czech translation. // Slovaks understand Czech well. Give them the Czech translation.
language_dict = wxLANGUAGE_CZECH; language_dict = wxLANGUAGE_CZECH;
BOOST_LOG_TRIVIAL(trace) << "Using Czech dictionaries for Slovak language";
}
if (! wxLocale::IsAvailable(language_info->Language)) { if (! wxLocale::IsAvailable(language_info->Language)) {
// Loading the language dictionary failed. // Loading the language dictionary failed.