ntopng/scripts/lua/modules/locales_utils.lua
Simone Mainardi ce5d7d8400 Adds Portuguese/Brazilian localization file
Work Courtesy of Alexandre Giovaneli
2019-04-16 10:11:28 +02:00

72 lines
1.6 KiB
Lua

--
-- (C) 2014-18 - ntop.org
--
i18n = require "i18n"
function i18n.loadLocaleFile(path, locale)
local chunk = assert(loadfile(path))
local data = chunk()
i18n.load({[locale]=data})
end
-- Provides a fallback for not already localized strings
i18n.loadLocaleFile(dirs.installdir..'/scripts/locales/en.lua', "en")
local locales = {}
locales.default_locale = "en"
-- language is a global variable set from C that corresponds to the user default language
-- it may be null when lua_utils are imported from periodic scripts
if language == nil then
local admin_lang = ntop.getPref("ntopng.user.admin.language")
language = ternary(isEmptyString(admin_lang), locales.default_locale, admin_lang)
end
i18n.setLocale(language)
local supported_locales = {
{code = "en"},
{code = "it"},
{code = "de"},
{code = "jp"},
{code = "pt"}
}
local function lookupLocale(localename)
local base_path = dirs.installdir..'/scripts/locales/'
local locale_path = base_path .. localename .. ".lua"
if ntop.exists(locale_path) then
return locale_path
end
return nil
end
-- Note: en already loaded
if (language ~= "en") and (not ntop.isnEdge()) then
local locale_path = lookupLocale(language)
if locale_path then
i18n.loadLocaleFile(locale_path, language)
end
end
local available_locales = {}
-- use pairsByKeys to impose an order
for _, locale in ipairs(supported_locales) do
local localename = locale["code"]
if lookupLocale(localename) then
available_locales[#available_locales + 1] = locale
end
end
function locales.getAvailableLocales()
return available_locales
end
return locales