#include "I18n.h" #include #include #include #include "I18nStrings.h" using namespace i18n_strings; // Settings file path static constexpr const char* SETTINGS_FILE = "/.crosspoint/language.bin"; static constexpr uint8_t SETTINGS_VERSION = 1; I18n& I18n::getInstance() { static I18n instance; return instance; } const char* I18n::get(StrId id) const { const auto index = static_cast(id); if (index >= static_cast(StrId::_COUNT)) { return "???"; } // Use generated helper function - no hardcoded switch needed! const char* const* strings = getStringArray(_language); return strings[index]; } void I18n::setLanguage(Language lang) { if (lang >= Language::_COUNT) { return; } _language = lang; saveSettings(); } const char* I18n::getLanguageName(Language lang) const { const auto index = static_cast(lang); if (index >= static_cast(Language::_COUNT)) { return "???"; } return LANGUAGE_NAMES[index]; } void I18n::saveSettings() { Storage.mkdir("/.crosspoint"); FsFile file; if (!Storage.openFileForWrite("I18N", SETTINGS_FILE, file)) { Serial.printf("[I18N] Failed to save settings\n"); return; } serialization::writePod(file, SETTINGS_VERSION); serialization::writePod(file, static_cast(_language)); file.close(); Serial.printf("[I18N] Settings saved: language=%d\n", static_cast(_language)); } void I18n::loadSettings() { FsFile file; if (!Storage.openFileForRead("I18N", SETTINGS_FILE, file)) { Serial.printf("[I18N] No settings file, using default (English)\n"); return; } uint8_t version; serialization::readPod(file, version); if (version != SETTINGS_VERSION) { Serial.printf("[I18N] Settings version mismatch\n"); file.close(); return; } uint8_t lang; serialization::readPod(file, lang); if (lang < static_cast(Language::_COUNT)) { _language = static_cast(lang); Serial.printf("[I18N] Loaded language: %d\n", static_cast(_language)); } file.close(); } // Generate character set for a specific language const char* I18n::getCharacterSet(Language lang) { const auto langIndex = static_cast(lang); if (langIndex >= static_cast(Language::_COUNT)) { lang = Language::ENGLISH; // Fallback to first language } return CHARACTER_SETS[static_cast(lang)]; }