AI-Studio/app/MindWork AI Studio/Tools/PluginSystem/PluginLanguage.cs

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using Lua;
namespace AIStudio.Tools.PluginSystem;
public sealed class PluginLanguage : PluginBase, ILanguagePlugin
{
private readonly Dictionary<string, string> content = [];
private readonly List<ILanguagePlugin> otherLanguagePlugins = [];
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private ILanguagePlugin? baseLanguage;
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public PluginLanguage(bool isInternal, LuaState state, PluginType type) : base(isInternal, state, type)
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{
if (this.TryInitUITextContent(out var issue, out var readContent))
this.content = readContent;
else
this.pluginIssues.Add(issue);
}
/// <summary>
/// Sets the base language plugin. This plugin will be used to fill in missing keys.
/// </summary>
/// <param name="baseLanguagePlugin">The base language plugin to use.</param>
public void SetBaseLanguage(ILanguagePlugin baseLanguagePlugin) => this.baseLanguage = baseLanguagePlugin;
/// <summary>
/// Add another language plugin. This plugin will be used to fill in missing keys.
/// </summary>
/// <remarks>
/// Use this method to add (i.e., register) an assistant plugin as a language plugin.
/// This is necessary because the assistant plugins need to serve their own texts.
/// </remarks>
/// <param name="languagePlugin">The language plugin to add.</param>
public void AddOtherLanguagePlugin(ILanguagePlugin languagePlugin) => this.otherLanguagePlugins.Add(languagePlugin);
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/// <summary>
/// Tries to get a text from the language plugin.
/// </summary>
/// <remarks>
/// When the key neither in the base language nor in this language exist,
/// the value will be an empty string. Please note that the key is case-sensitive.
/// Furthermore, the keys are in the format "root::key". That means that
/// the keys are hierarchical and separated by "::".
/// </remarks>
/// <param name="key">The key to use to get the text.</param>
/// <param name="value">The desired text.</param>
/// <returns>True if the key exists, false otherwise.</returns>
public bool TryGetText(string key, out string value)
{
// First, we check if the key is part of the main language pack:
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if (this.content.TryGetValue(key, out value!))
return true;
// Second, we check if the key is part of the other language packs, such as the assistant plugins:
foreach (var otherLanguagePlugin in this.otherLanguagePlugins)
if(otherLanguagePlugin.TryGetText(key, out value))
return true;
// Finally, we check if the key is part of the base language pack. This is the case,
// when a language plugin does not cover all keys. In this case, the base language plugin
// will be used to fill in the missing keys:
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if(this.baseLanguage is not null && this.baseLanguage.TryGetText(key, out value))
return true;
value = string.Empty;
return false;
}
}