Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer
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commit
f26d5effd9
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@ -653,12 +653,18 @@ bool GUI_App::load_language(wxString language, bool initial)
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wxFileTranslationsLoader::AddCatalogLookupPathPrefix(from_u8(localization_dir()));
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// Get the active language from PrusaSlicer.ini, or empty string if the key does not exist.
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language = app_config->get("translation_language");
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if (! language.empty())
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BOOST_LOG_TRIVIAL(trace) << boost::format("translation_language provided by PrusaSlicer.ini: %1%") % language;
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// Get the system language.
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{
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const wxLanguage lang_system = wxLanguage(wxLocale::GetSystemLanguage());
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if (lang_system != wxLANGUAGE_UNKNOWN)
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if (lang_system != wxLANGUAGE_UNKNOWN) {
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m_language_info_system = wxLocale::GetLanguageInfo(lang_system);
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BOOST_LOG_TRIVIAL(trace) << boost::format("System language detected (user locales and such): %1%") % m_language_info_system->CanonicalName.ToUTF8().data();
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}
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}
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#if defined(__WXMSW__) || defined(__WXOSX__)
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{
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// Allocating a temporary locale will switch the default wxTranslations to its internal wxTranslations instance.
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wxLocale temp_locale;
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@ -670,36 +676,41 @@ bool GUI_App::load_language(wxString language, bool initial)
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// The last parameter gets added to the list of detected dictionaries. This is a workaround
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// for not having the English dictionary. Let's hope wxWidgets of various versions process this call the same way.
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wxString best_language = wxTranslations::Get()->GetBestTranslation(SLIC3R_APP_KEY, wxLANGUAGE_ENGLISH);
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if (! best_language.IsEmpty())
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if (! best_language.IsEmpty()) {
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m_language_info_best = wxLocale::FindLanguageInfo(best_language);
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BOOST_LOG_TRIVIAL(trace) << boost::format("Best translation language detected (may be different from user locales): %1%") % m_language_info_best->CanonicalName.ToUTF8().data();
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}
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}
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#endif
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}
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const wxLanguageInfo *language_info = wxLocale::FindLanguageInfo(language);
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if (language_info == nullptr)
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language.clear();
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if (! language.empty() && language_info == nullptr)
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BOOST_LOG_TRIVIAL(error) << boost::format("Language code \"%1%\" is not supported") % language.ToUTF8().data();
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if (language.IsEmpty()) {
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if (language_info != nullptr && language_info->LayoutDirection == wxLayout_RightToLeft) {
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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();
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language_info = nullptr;
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}
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if (language_info == nullptr) {
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if (m_language_info_system != nullptr && m_language_info_system->LayoutDirection != wxLayout_RightToLeft)
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language = m_language_info_system->CanonicalName;
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language_info = m_language_info_system;
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if (m_language_info_best != nullptr && m_language_info_best->LayoutDirection != wxLayout_RightToLeft)
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language = m_language_info_best->CanonicalName;
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if (language.IsEmpty())
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language = "en_US";
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language_info = m_language_info_best;
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if (language_info == nullptr)
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language_info = wxLocale::GetLanguageInfo(wxLANGUAGE_ENGLISH_US);
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}
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language_info = wxLocale::FindLanguageInfo(language);
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if (language_info == nullptr || language_info->LayoutDirection == wxLayout_RightToLeft) {
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// We don't support right-to-left rendering (Hebrew, Arabic ...), therefore we switch to English.
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language = "en_US";
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language_info = wxLocale::GetLanguageInfo(wxLANGUAGE_ENGLISH_US);
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}
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BOOST_LOG_TRIVIAL(trace) << boost::format("Switching wxLocales to %1%") % language_info->CanonicalName.ToUTF8().data();
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// Alternate language code.
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wxLanguage language_dict = wxLanguage(language_info->Language);
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if (language.BeforeFirst('_') == "sk")
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if (language_info->CanonicalName.BeforeFirst('_') == "sk") {
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// Slovaks understand Czech well. Give them the Czech translation.
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language_dict = wxLANGUAGE_CZECH;
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BOOST_LOG_TRIVIAL(trace) << "Using Czech dictionaries for Slovak language";
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}
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if (! wxLocale::IsAvailable(language_info->Language)) {
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// Loading the language dictionary failed.
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