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Python LANGUAGENAMES.get_by_value方法代码示例

本文整理汇总了Python中horizons.constants.LANGUAGENAMES.get_by_value方法的典型用法代码示例。如果您正苦于以下问题:Python LANGUAGENAMES.get_by_value方法的具体用法?Python LANGUAGENAMES.get_by_value怎么用?Python LANGUAGENAMES.get_by_value使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在horizons.constants.LANGUAGENAMES的用法示例。


在下文中一共展示了LANGUAGENAMES.get_by_value方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: _find_map_filename

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
						def _find_map_filename(locale = None):
							"""Finds the selected map's filename with its locale."""
							this_locale = ""
							new_map_name = ""
							if locale is None:
								this_locale = LANGUAGENAMES.get_by_value(lang_list.selected_item)
							else:
								this_locale = locale
							#check if selected map's file ends with .yaml	
							if self._get_selected_map().find('.yaml') == -1:
								new_map_name = self._get_selected_map() + '_' + \
									       this_locale + '.' + \
									       SavegameManager.scenario_extension
							#if selected map's file ends with .yaml then get current locale
							#to remove locale postfix from selected_map's name
							else:
								#get current locale to split current map file name
								current_locale =  yamlcache.YamlCache.get_file(self._get_selected_map(), \
													       game_data=True)['locale']
								new_map_name = self._get_selected_map()[:self._get_selected_map().\
									       find('_' + current_locale)] + '_' + \
									       this_locale + '.' + \
									       SavegameManager.scenario_extension

							return new_map_name
开发者ID:MasterofJOKers,项目名称:unknown-horizons,代码行数:27,代码来源:singleplayermenu.py

示例2: _update_infos

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def _update_infos(self, selected_language=None):
		# type: (Optional[str]) -> None
		"""
		Check if selected language is available or pick a fallback language. Fill in infos
		of selected scenario.
		"""
		scenario_idx = self._gui.findChild(name="maplist").selected_item
		scenario = self._scenarios[scenario_idx]

		lang_list = self._gui.findChild(name="uni_langlist")
		selected_language = selected_language if selected_language is not None else lang_list.selected_item

		available_languages = self.get_available_languages(scenario)
		if selected_language not in available_languages:
			selected_language = LANGUAGENAMES[self.guess_suitable_default_locale(available_languages)]
			self._language_fallback_active = True
		else:
			self._language_fallback_active = False

		lang_list.items = available_languages
		lang_list.selected = available_languages.index(selected_language)

		selected_language_code = LANGUAGENAMES.get_by_value(selected_language)
		translated_scenario = self.find_map_filename(scenario, selected_language_code)
		if translated_scenario is None:
			return

		self._update_scenario_translation_infos(translated_scenario)
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:30,代码来源:singleplayermenu.py

示例3: set

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def set(self, module, name, val, extra_attrs=None):
		if extra_attrs is None:
			extra_attrs = {} # that's bad to have as default value
		# catch events for settings that should be displayed in another way than they should be saved
		if module == UH_MODULE and name == "Language":
			val = LANGUAGENAMES.get_by_value(val)
		return super(SettingsDialog, self).set(module, name, val, extra_attrs)
开发者ID:Antagonym,项目名称:unknown-horizons,代码行数:9,代码来源:settingsdialog.py

示例4: _on_Language_changed

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def _on_Language_changed(self, widget):
		value = widget.items[widget.getData()]
		language_code = LANGUAGENAMES.get_by_value(value)

		status_label = self.widget.findChild(name='language_translation_status')
		if not language_code or language_code == 'en':
			status_label.text = ''
		else:
			value = get_language_translation_stats(language_code)
			if value:
				status_label.text = T('Translation {percentage}% completed').format(percentage=value)
			else:
				status_label.text = ''
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:15,代码来源:settings.py

示例5: get_locale

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def get_locale(self):
		langname = self.get_uh_setting('Language')
		locale_code = LANGUAGENAMES.get_by_value(langname)
		if not langname == 'System default':
				return locale_code
		try:
			default_locale, default_encoding = locale.getdefaultlocale()
			return default_locale.split('_')[0]
		except (ValueError, AttributeError):
			# OS X sometimes returns 'UTF-8' as locale, which is a ValueError.
			# If no locale is set at all, the split will fail, which is an AttributeError.
			# Use 'EN' as fallback in both cases since we cannot reasonably detect the locale.
			return "en"
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:15,代码来源:engine.py

示例6: _update_infos

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def _update_infos(self):
		"""Fill in infos of selected scenario to label"""
		lang_list = self._gui.findChild(name="uni_langlist")
		cur_selected_language = lang_list.selected_item
		lang_list.items = self._get_available_languages()
		if cur_selected_language in lang_list.items:
			lang_list.selected = lang_list.items.index(cur_selected_language)
		else:
			lang_list.selected = 0

		cur_locale = LANGUAGENAMES.get_by_value(lang_list.selected_item)
		translated_scenario = self._find_map_filename(cur_locale)
		if os.path.exists(translated_scenario):
			self._update_scenario_translation_infos(translated_scenario)
		else:
			try:
				default_locale, default_encoding = locale.getdefaultlocale()
			except ValueError: # OS X sometimes returns 'UTF-8' as locale, which is a ValueError
				default_locale = 'en'

			possibilities = [ # try to find a file for the system locale before falling back to en
				default_locale,
				default_locale.split('_')[0],
				'en',
			]

			lang_list.selected = 0
			for lang in possibilities:
				if LANGUAGENAMES[lang] in lang_list.items:
					lang_list.selected = lang_list.items.index(LANGUAGENAMES[lang])
					break

		try:
			difficulty, author, desc = ScenarioEventHandler.get_metadata_from_file(self._get_selected_map())
		except InvalidScenarioFileFormat as e:
			self._show_invalid_scenario_file_popup(e)
			return

		lbl = self._gui.findChild(name="uni_map_difficulty")
		#xgettext:python-format
		lbl.text = _("Difficulty: {difficulty}").format(difficulty=difficulty)

		lbl = self._gui.findChild(name="uni_map_author")
		#xgettext:python-format
		lbl.text = _("Author: {author}").format(author=author)

		lbl = self._gui.findChild(name="uni_map_desc")
		#xgettext:python-format
		lbl.text = _("Description: {desc}").format(desc=desc)
开发者ID:ThePawnBreak,项目名称:unknown-horizons,代码行数:51,代码来源:singleplayermenu.py

示例7: _update_infos

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def _update_infos(self):
		"""Fill in infos of selected scenario to label

		TODO document the 100 side effects"""
		scenario = self._gui.findChild(name="maplist").selected_item
		lang_list = self._gui.findChild(name="uni_langlist")
		selected_language = lang_list.selected_item

		lang_list.items = self._get_available_languages(scenario)
		lang_list.selected = 0
		if selected_language in lang_list.items:
			lang_list.selected = lang_list.items.index(selected_language)

		cur_locale = LANGUAGENAMES.get_by_value(lang_list.selected_item)
		translated_scenario = self._find_map_filename(scenario, cur_locale)

		if translated_scenario is None:
			translated_scenario = self._guess_suitable_default_locale(scenario)
			if translated_scenario is None:
				return
		self._update_scenario_translation_infos(translated_scenario)
开发者ID:Rareson,项目名称:unknown-horizons,代码行数:23,代码来源:singleplayermenu.py

示例8: main

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
def main():
	# Main interface translation (old 'uh' project in pootle)
	for f in INTERFACE_TRANSLATIONS:
		#update_from_template(f, INTERFACE_TEMPLATE)
		update_authors_per_file(f)

	# MP server message translation (old 'mp-server' project in pootle)
	for f in MP_SERVER_TRANSLATIONS:
		update_from_template(f, MP_SERVER_TEMPLATE)
		update_authors_per_file(f)

	# Glossary translation (old 'terminology' project in pootle)
	#for f in GLOSSARY_TRANSLATIONS:
	#	update_from_template(f, GLOSSARY_TEMPLATE)
	#	update_authors_per_file(f)

	# Scenario translation (old 'scenarios' project in pootle)
	for scenario, translations in SCENARIO_TRANSLATIONS.items():
		for f in translations:
			update_from_template(f, SCENARIO_TEMPLATE[scenario])
			update_authors_per_file(f, regexp=SCENARIO_LANG_RE)

	# Voices translation
	for f in VOICES_TRANSLATIONS:
		update_from_template(f, VOICES_TEMPLATE)
		update_authors_per_file(f)

	# Output data ready for AUTHORS.md copy/paste
	print '-- New translation contributors since last update:'
	sort_order = lambda (lang, _): LANGUAGENAMES.get_by_value(lang, english=True)
	for language, authors in sorted(language_authors.items(), key=sort_order):
		print '\n####', language
		#TODO
		# The sorted() below will not correctly sort names containing non-ascii.
		# You'll need to rely on manual copy/paste and ordering anyways, so just
		# keep your eyes open a bit more than usual.
		for author in sorted(authors):
			print_ready = map(str.capitalize, author.split())
			print '*', ' '.join(print_ready)
开发者ID:Octavianuspg,项目名称:unknown-horizons,代码行数:41,代码来源:update_translations.py

示例9: update_languages

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def update_languages(self, data=None):
		"""
		Load/Change language of Unknown Horizons. Called on startup
		and when changing the language.

		data is used when changing the language in the settings menu.
		"""
		if data is None:
			data = self._setting.get(UH_MODULE, "Language")

		# get language key
		symbol = LANGUAGENAMES.get_by_value(data)

		if symbol != '': # non-default
			try:
				# NOTE about gettext fallback mechanism:
				# English is not shipped as .mo file, thus if English is
				# selected we use NullTranslations to get English output.
				fallback = (symbol == 'en')
				trans = gettext.translation('unknown-horizons', find_available_languages()[symbol], \
								            languages=[symbol], fallback=fallback)
				trans.install(unicode=True, names=['ngettext',])
			except IOError:
				#xgettext:python-format
				print _("Configured language {lang} could not be loaded").format(lang=symbol)
				self._setting.set(UH_MODULE, "Language", LANGUAGENAMES[''])
				return self.update_languages() # recurse
		else:
			# default locale
			if platform.system() == "Windows": # win doesn't set the language variable by default
				os.environ[ 'LANGUAGE' ] = locale.getdefaultlocale()[0]
			gettext.install('unknown-horizons', 'content/lang', unicode=True, names=['ngettext',])

		# update fonts
		fontdef = get_fontdef_for_locale(symbol)
		self.engine.pychan.loadFonts(fontdef)

		# dynamically reset all translations of active widgets
		update_all_translations()
开发者ID:aviler,项目名称:unknown-horizons,代码行数:41,代码来源:settingshandler.py

示例10: update_languages

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
    def update_languages(self, data=None):
        if data is None:
            data = self._setting.get(UH_MODULE, "Language")

        language = LANGUAGENAMES.get_by_value(data)
        change_language(language)
开发者ID:ranjithtanj,项目名称:unknown-horizons,代码行数:8,代码来源:settingshandler.py

示例11: languagesort

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
def languagesort(item):
	return LANGUAGENAMES.get_by_value(item[0], english=True)
开发者ID:Antagonym,项目名称:unknown-horizons,代码行数:4,代码来源:generate_credits.py

示例12: apply

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def apply(self):
		data = self.get(SETTINGS.UH_MODULE, "Language")
		language = LANGUAGENAMES.get_by_value(data)
		change_language(language)
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:6,代码来源:settings.py

示例13: set_unknownhorizons_Language

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def set_unknownhorizons_Language(self, value):
		return LANGUAGENAMES.get_by_value(value)
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:4,代码来源:settings.py

示例14: _set_client_language

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
	def _set_client_language(self):
		lang = LANGUAGENAMES.get_by_value(horizons.globals.fife.get_uh_setting("Language"))
		if lang:
			return self.set_props({'lang': lang})
开发者ID:ThePawnBreak,项目名称:unknown-horizons,代码行数:6,代码来源:networkinterface.py

示例15: _on_Language_changed

# 需要导入模块: from horizons.constants import LANGUAGENAMES [as 别名]
# 或者: from horizons.constants.LANGUAGENAMES import get_by_value [as 别名]
 def _on_Language_changed(self, old, new):
     language = LANGUAGENAMES.get_by_value(new)
     change_language(language)
开发者ID:Rareson,项目名称:unknown-horizons,代码行数:5,代码来源:settings.py


注:本文中的horizons.constants.LANGUAGENAMES.get_by_value方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。