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Added support for additional language plugins (#381)
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@ -5,6 +5,7 @@ namespace AIStudio.Tools.PluginSystem;
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public sealed class PluginLanguage : PluginBase, ILanguagePlugin
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{
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private readonly Dictionary<string, string> content = [];
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private readonly List<ILanguagePlugin> otherLanguagePlugins = [];
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private ILanguagePlugin? baseLanguage;
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@ -22,6 +23,16 @@ public sealed class PluginLanguage : PluginBase, ILanguagePlugin
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/// <param name="baseLanguagePlugin">The base language plugin to use.</param>
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public void SetBaseLanguage(ILanguagePlugin baseLanguagePlugin) => this.baseLanguage = baseLanguagePlugin;
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/// <summary>
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/// Add another language plugin. This plugin will be used to fill in missing keys.
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/// </summary>
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/// <remarks>
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/// Use this method to add (i.e., register) an assistant plugin as a language plugin.
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/// This is necessary because the assistant plugins need to serve their own texts.
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/// </remarks>
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/// <param name="languagePlugin">The language plugin to add.</param>
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public void AddOtherLanguagePlugin(ILanguagePlugin languagePlugin) => this.otherLanguagePlugins.Add(languagePlugin);
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/// <summary>
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/// Tries to get a text from the language plugin.
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/// </summary>
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@ -36,9 +47,18 @@ public sealed class PluginLanguage : PluginBase, ILanguagePlugin
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/// <returns>True if the key exists, false otherwise.</returns>
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public bool TryGetText(string key, out string value)
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{
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// First, we check if the key is part of the main language pack:
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if (this.content.TryGetValue(key, out value!))
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return true;
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// Second, we check if the key is part of the other language packs, such as the assistant plugins:
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foreach (var otherLanguagePlugin in this.otherLanguagePlugins)
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if(otherLanguagePlugin.TryGetText(key, out value))
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return true;
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// Finally, we check if the key is part of the base language pack. This is the case,
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// when a language plugin does not cover all keys. In this case, the base language plugin
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// 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))
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return true;
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