feat(packages): ludic.i18n - gettext languages from a shipped list and a player's folder, exact lines, patterns whose holes are translated in turn, paragraphs a sentence at a time, plurals by Plural-Forms, X-Font atlases through a port

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 08:20:46 +03:00
parent c446c07a4c
commit 9e713bc39c
15 changed files with 980 additions and 0 deletions

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# ports.ludic - what the languages ask the game: where a player's own .po files are, a code that
# overrides the choice (a test in a language), and the overlay's font atlas, which is the game's
export port I18nWorld {
mod_dir: fn() -> string = fn i18n__no_dir # "" is no mod folder
forced: fn() -> string = fn i18n__no_code # "" is the code asked for
font_ready: fn() -> bool = fn i18n__no # is there an overlay to load a font into
set_font: fn(string) -> bool = fn i18n__no_font # load this atlas directory; false if it could not
}
function i18n__no_dir() -> string { return "" }
function i18n__no_code() -> string { return "" }
function i18n__no() -> bool { return false }
function i18n__no_font(dir: string) -> bool { return false }
var lang_dir: string = "assets/lang"
var font_default: string = "assets/kit/font"
# where the shipped languages are (a directory with languages.txt and <code>.po), and the atlas a
# language with no X-Font draws in
export function i18n_config(dir: string, default_font: string) -> void {
lang_dir = dir
font_default = default_font
codes = null
}