doom3-bfg/neo/idlib/LangDict.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
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
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef __LANGDICT_H__
#define __LANGDICT_H__
class idLangKeyValue
{
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public:
idLangKeyValue() : key( NULL ), value( NULL ) { }
idLangKeyValue( char* k, char* v ) : key( k ), value( v ) { }
char* key;
char* value;
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};
class idStrId;
/*
================================================
idLangDict is a simple Dictionary used specifically for the
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LocalizedStringTables.
================================================
*/
class idLangDict
{
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public:
static const char* KEY_PREFIX;
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static const int KEY_PREFIX_LEN;
static const int MAX_REDIRECTION_DEPTH = 2;
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idLangDict();
~idLangDict();
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void Clear();
bool Load( const byte* buffer, const int bufferLen, const char* name );
bool Save( const char* fileName );
const char* GetString( const char* str ) const; // returns str if string not found
const char* FindString( const char* str ) const; // returns NULL if string not found
const char* AddString( const char* str ); // returns a randomly generated key
bool DeleteString( const char* key ); // returns false if the key doesn't exist
bool RenameStringKey( const char* oldKey, const char* newKey );
bool SetString( const char* key, const char* val ); // Returns false if the key doesn't exist
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;
const idLangKeyValue* GetKeyVal( int i ) const;
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bool DeleteString( const int idx );
const char* GetLocalizedString( const idStrId& strId ) const;
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// returns true if the string starts with the KEY_PREFIX string
static bool IsStringId( const char* str );
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private:
idDynamicBlockAlloc< char, 100* 1024, 16 > blockAlloc;
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idList< idLangKeyValue > keyVals;
idHashIndex keyIndex;
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private:
int FindStringIndex( const char* str ) const;
const char* FindString_r( const char* str, int& depth ) const;
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friend class idStrId;
};
/*
================================================
idLocalization
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================================================
*/
class idLocalization
{
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public:
static const char* GetString( const char* inString ); // returns inString if string not found
static const char* FindString( const char* inString ); // Returns NULL if string not found
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static void ClearDictionary();
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
static idLangDict& GetDictionary()
{
return languageDict;
}
static utf8Encoding_t VerifyUTF8( const uint8* buffer, const int bufferLen, const char* name );
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private:
static idLangDict languageDict;
friend class idStrId;
};
/*
================================================
idStrId represents a localized String as a String ID.
================================================
*/
class idStrId
{
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public:
idStrId() : index( -1 ) { }
idStrId( const idStrId& other ) : index( other.index ) { }
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explicit idStrId( int i ) : index( i ) { }
explicit idStrId( const char* key )
{
Set( key );
}
explicit idStrId( const idStr& key )
{
Set( key );
}
void operator=( const char* key )
{
Set( key );
}
void operator=( const idStr& key )
{
Set( key );
}
void operator=( const idStrId& other )
{
index = other.index;
}
bool operator==( const idStrId& other ) const
{
return index == other.index;
}
bool operator!=( const idStrId& other ) const
{
return index != other.index;
}
void Set( const char* key );
void Empty()
{
index = -1;
}
bool IsEmpty() const
{
return index < 0;
}
const char* GetKey() const;
const char* GetLocalizedString() const;
int GetIndex() const
{
return index;
}
void SetIndex( int i )
{
index = i;
}
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private:
int index; // Index into the language dictionary
};
#endif // !__LANGDICT_H__