mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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151 lines
5.4 KiB
C
151 lines
5.4 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __LANGDICT_H__
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#define __LANGDICT_H__
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class idLangKeyValue {
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public:
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idLangKeyValue() : key( NULL ), value( NULL ) { }
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idLangKeyValue( char * k, char * v ) : key ( k ), value( v ) { }
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char * key;
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char * value;
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};
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class idStrId;
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/*
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================================================
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idLangDict is a simple Dictionary used specifically for the
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LocalizedStringTables.
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================================================
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*/
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class idLangDict {
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public:
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static const char * KEY_PREFIX;
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static const int KEY_PREFIX_LEN;
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static const int MAX_REDIRECTION_DEPTH = 2;
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idLangDict();
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~idLangDict();
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void Clear();
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bool Load( const byte * buffer, const int bufferLen, const char * name );
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bool Save( const char * fileName );
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const char * GetString( const char * str ) const; // returns str if string not found
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const char * FindString( const char * str ) const; // returns NULL if string not found
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const char * AddString( const char * str ); // returns a randomly generated key
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bool DeleteString( const char * key ); // returns false if the key doesn't exist
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bool RenameStringKey( const char * oldKey, const char * newKey );
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bool SetString( const char * key, const char * val ); // Returns false if the key doesn't exist
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void AddKeyVal( const char * key, const char * val ); // Like SetString, but adds it if it doesn't already exist
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int GetNumKeyVals() const;
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const idLangKeyValue * GetKeyVal( int i ) const;
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bool DeleteString( const int idx );
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const char * GetLocalizedString( const idStrId & strId ) const;
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// returns true if the string starts with the KEY_PREFIX string
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static bool IsStringId( const char * str );
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private:
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idDynamicBlockAlloc< char, 100 * 1024, 16 > blockAlloc;
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idList< idLangKeyValue > keyVals;
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idHashIndex keyIndex;
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private:
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int FindStringIndex( const char * str ) const;
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const char * FindString_r( const char * str, int & depth ) const;
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friend class idStrId;
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};
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/*
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================================================
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idLocalization
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================================================
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*/
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class idLocalization {
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public:
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static const char * GetString( const char * inString ); // returns inString if string not found
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static const char * FindString( const char * inString ); // Returns NULL if string not found
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static void ClearDictionary();
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static bool LoadDictionary( const byte * buffer, const int bufferLen, const char * name );
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// This is only here for tools, normal code should only ever call GetString
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static idLangDict & GetDictionary() { return languageDict; }
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static utf8Encoding_t VerifyUTF8( const uint8 * buffer, const int bufferLen, const char * name );
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private:
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static idLangDict languageDict;
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friend class idStrId;
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};
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/*
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================================================
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idStrId represents a localized String as a String ID.
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================================================
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*/
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class idStrId {
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public:
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idStrId() : index( -1 ) { }
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idStrId( const idStrId & other ) : index( other.index ) { }
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explicit idStrId( int i ) : index( i ) { }
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explicit idStrId( const char * key ) { Set( key ); }
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explicit idStrId( const idStr & key ) { Set( key ); }
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void operator=( const char * key ) { Set( key ); }
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void operator=( const idStr & key ) { Set( key ); }
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void operator=( const idStrId & other ) { index = other.index; }
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bool operator==( const idStrId & other ) const { return index == other.index; }
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bool operator!=( const idStrId & other ) const { return index != other.index; }
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void Set( const char * key );
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void Empty() { index = -1; }
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bool IsEmpty() const { return index < 0; }
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const char * GetKey() const;
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const char * GetLocalizedString() const;
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int GetIndex() const { return index; }
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void SetIndex( int i ) { index = i; }
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private:
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int index; // Index into the language dictionary
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};
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#endif // !__LANGDICT_H__
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