/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" // This is the default language dict that the entire system uses, but you can instantiate your own idLangDict classes to manipulate a language dictionary in a tool idLangDict idLocalization::languageDict; idCVar lang_maskLocalizedStrings( "lang_maskLocalizedStrings", "0", CVAR_BOOL, "Masks all localized strings to help debugging. When set will replace strings with an equal length of W's and ending in an X. Note: The masking occurs at string table load time." ); /* ======================== idLocalization::ClearDictionary ======================== */ void idLocalization::ClearDictionary() { languageDict.Clear(); } /* ======================== idLocalization::LoadDictionary ======================== */ bool idLocalization::LoadDictionary( const byte* data, int dataLen, const char* fileName ) { return languageDict.Load( data, dataLen, fileName ); } /* ======================== idLocalization::GetString ======================== */ const char* idLocalization::GetString( const char* inString ) { return languageDict.GetString( inString ); } /* ======================== idLocalization::FindString ======================== */ const char* idLocalization::FindString( const char* inString ) { return languageDict.FindString( inString ); } /* ======================== idLocalization::VerifyUTF8 ======================== */ utf8Encoding_t idLocalization::VerifyUTF8( const uint8* buffer, const int bufferLen, const char* name ) { utf8Encoding_t encoding; idStr::IsValidUTF8( buffer, bufferLen, encoding ); if( encoding == UTF8_INVALID ) { idLib::FatalError( "Language file %s is not valid UTF-8 or plain ASCII.", name ); } else if( encoding == UTF8_INVALID_BOM ) { idLib::FatalError( "Language file %s is marked as UTF-8 but has invalid encoding.", name ); } else if( encoding == UTF8_ENCODED_NO_BOM ) { idLib::FatalError( "Language file %s has no byte order marker. Fix this or roll back to a version that has the marker.", name ); } else if( encoding != UTF8_ENCODED_BOM && encoding != UTF8_PURE_ASCII ) { idLib::FatalError( "Language file %s has unknown utf8Encoding_t.", name ); } return encoding; } // string entries can refer to other string entries, // recursing up to this many times before we decided someone did something stupid const char* idLangDict::KEY_PREFIX = "#str_"; // all keys should be prefixed with this for redirection to work const int idLangDict::KEY_PREFIX_LEN = idStr::Length( KEY_PREFIX ); /* ======================== idLangDict::idLangDict ======================== */ idLangDict::idLangDict() : keyIndex( 4096, 4096 ) { } /* ======================== idLangDict::~idLangDict ======================== */ idLangDict::~idLangDict() { Clear(); } /* ======================== idLangDict::Clear ======================== */ void idLangDict::Clear() { //mem.PushHeap(); for( int i = 0; i < keyVals.Num(); i++ ) { if( keyVals[i].value == NULL ) { continue; } blockAlloc.Free( keyVals[i].value ); keyVals[i].value = NULL; } //mem.PopHeap(); } /* ======================== idLangDict::Load ======================== */ bool idLangDict::Load( const byte* buffer, const int bufferLen, const char* name ) { if( buffer == NULL || bufferLen <= 0 ) { // let whoever called us deal with the failure (so sys_lang can be reset) return false; } idLib::Printf( "Reading %s", name ); bool utf8 = false; // in all but retail builds, ensure that the byte-order mark is NOT MISSING so that // we can avoid debugging UTF-8 code #ifndef ID_RETAIL utf8Encoding_t encoding = idLocalization::VerifyUTF8( buffer, bufferLen, name ); if( encoding == UTF8_ENCODED_BOM ) { utf8 = true; } else if( encoding == UTF8_PURE_ASCII ) { utf8 = false; } else { assert( false ); // this should have been handled in VerifyUTF8 with a FatalError return false; } #else // in release we just check the BOM so we're not scanning the lang file twice on startup if( bufferLen > 3 && buffer[0] == 0xEF && buffer[1] == 0xBB && buffer[2] == 0xBF ) { utf8 = true; } #endif if( utf8 ) { idLib::Printf( " as UTF-8\n" ); } else { idLib::Printf( " as ASCII\n" ); } idStr tempKey; idStr tempVal; int line = 0; int numStrings = 0; int i = 0; while( i < bufferLen ) { uint32 c = buffer[i++]; if( c == '/' ) // comment, read until new line { while( i < bufferLen ) { c = buffer[i++]; if( c == '\n' ) { line++; break; } } } else if( c == '}' ) { break; } else if( c == '\n' ) { line++; } else if( c == '\"' ) { int keyStart = i; int keyEnd = -1; while( i < bufferLen ) { c = buffer[i++]; if( c == '\"' ) { keyEnd = i - 1; break; } } if( keyEnd < keyStart ) { idLib::FatalError( "%s File ended while reading key at line %d", name, line ); } tempKey.CopyRange( ( char* )buffer, keyStart, keyEnd ); int valStart = -1; while( i < bufferLen ) { c = buffer[i++]; if( c == '\"' ) { valStart = i; break; } } if( valStart < 0 ) { idLib::FatalError( "%s File ended while reading value at line %d", name, line ); } int valEnd = -1; tempVal.CapLength( 0 ); while( i < bufferLen ) { c = utf8 ? idStr::UTF8Char( buffer, i ) : buffer[i++]; if( !utf8 && c >= 0x80 ) { // this is a serious error and we must check this to avoid accidentally shipping a file where someone squased UTF-8 encodings idLib::FatalError( "Language file %s is supposed to be plain ASCII, but has byte values > 127!", name ); } if( c == '\"' ) { valEnd = i - 1; continue; } if( c == '\n' ) { line++; break; } if( c == '\r' ) { continue; } if( c == '\\' ) { c = utf8 ? idStr::UTF8Char( buffer, i ) : buffer[i++]; if( c == 'n' ) { c = '\n'; } else if( c == 't' ) { c = '\t'; } else if( c == '\"' ) { c = '\"'; } else if( c == '\\' ) { c = '\\'; } else { idLib::Warning( "Unknown escape sequence %x at line %d", c, line ); } } tempVal.AppendUTF8Char( c ); } if( valEnd < valStart ) { idLib::FatalError( "%s File ended while reading value at line %d", name, line ); } if( lang_maskLocalizedStrings.GetBool() && tempVal.Length() > 0 && tempKey.Find( "#font_" ) == -1 ) { int len = tempVal.Length(); if( len > 0 ) { tempVal.Fill( 'W', len - 1 ); } else { tempVal.Empty(); } tempVal.Append( 'X' ); } AddKeyVal( tempKey, tempVal ); numStrings++; } } idLib::Printf( "%i strings read\n", numStrings ); // get rid of any waste due to geometric list growth //mem.PushHeap(); keyVals.Condense(); //mem.PopHeap(); return true; } /* ======================== idLangDict::Save ======================== */ bool idLangDict::Save( const char* fileName ) { idFile* outFile = fileSystem->OpenFileWrite( fileName ); if( outFile == NULL ) { idLib::Warning( "Error saving: %s", fileName ); return false; } byte bof[3] = { 0xEF, 0xBB, 0xBF }; outFile->Write( bof, 3 ); outFile->WriteFloatString( "// string table\n//\n\n{\n" ); for( int j = 0; j < keyVals.Num(); j++ ) { const idLangKeyValue& kvp = keyVals[j]; if( kvp.value == NULL ) { continue; } outFile->WriteFloatString( "\t\"%s\"\t\"", kvp.key ); for( int k = 0; kvp.value[k] != 0; k++ ) { char ch = kvp.value[k]; if( ch == '\t' ) { outFile->Write( "\\t", 2 ); } else if( ch == '\n' || ch == '\r' ) { outFile->Write( "\\n", 2 ); } else if( ch == '"' ) { outFile->Write( "\\\"", 2 ); } else if( ch == '\\' ) { outFile->Write( "\\\\", 2 ); } else { outFile->Write( &ch, 1 ); } } outFile->WriteFloatString( "\"\n" ); } outFile->WriteFloatString( "\n}\n" ); delete outFile; return true; } /* ======================== idLangDict::GetString ======================== */ const char* idLangDict::GetString( const char* str ) const { const char* localized = FindString( str ); if( localized == NULL ) { return str; } return localized; } /* ======================== idLangDict::FindStringIndex ======================== */ int idLangDict::FindStringIndex( const char* str ) const { if( str == NULL ) { return -1; } int hash = idStr::IHash( str ); for( int i = keyIndex.GetFirst( hash ); i >= 0; i = keyIndex.GetNext( i ) ) { if( idStr::Icmp( str, keyVals[i].key ) == 0 ) { return i; } } return -1; } /* ======================== idLangDict::FindString_r ======================== */ const char* idLangDict::FindString_r( const char* str, int& depth ) const { depth++; if( depth > MAX_REDIRECTION_DEPTH ) { // This isn't an error because we assume the error will be obvious somewhere in a GUI or something, // and the whole point of tracking the depth is to avoid a crash. idLib::Warning( "String '%s', indirection depth > %d", str, MAX_REDIRECTION_DEPTH ); return NULL; } if( str == NULL || str[0] == '\0' ) { return NULL; } int index = FindStringIndex( str ); if( index < 0 ) { return NULL; } const char* value = keyVals[index].value; if( value == NULL ) { return NULL; } if( IsStringId( value ) ) { // this string is re-directed to another entry return FindString_r( value, depth ); } return value; } /* ======================== idLangDict::FindString ======================== */ const char* idLangDict::FindString( const char* str ) const { int depth = 0; return FindString_r( str, depth ); } /* ======================== idLangDict::DeleteString ======================== */ bool idLangDict::DeleteString( const char* key ) { return DeleteString( FindStringIndex( key ) ); } /* ======================== idLangDict::DeleteString ======================== */ bool idLangDict::DeleteString( const int idx ) { if( idx < 0 || idx >= keyVals.Num() ) { return false; } //mem.PushHeap(); blockAlloc.Free( keyVals[idx].value ); keyVals[idx].value = NULL; //mem.PopHeap(); return true; } /* ======================== idLangDict::RenameStringKey ======================== */ bool idLangDict::RenameStringKey( const char* oldKey, const char* newKey ) { int index = FindStringIndex( oldKey ); if( index < 0 ) { return false; } //mem.PushHeap(); blockAlloc.Free( keyVals[index].key ); int newKeyLen = idStr::Length( newKey ); keyVals[index].key = blockAlloc.Alloc( newKeyLen + 1 ); idStr::Copynz( keyVals[index].key, newKey, newKeyLen + 1 ); int oldHash = idStr::IHash( oldKey ); int newHash = idStr::IHash( newKey ); if( oldHash != newHash ) { keyIndex.Remove( oldHash, index ); keyIndex.Add( newHash, index ); } //mem.PopHeap(); return true; } /* ======================== idLangDict::SetString ======================== */ bool idLangDict::SetString( const char* key, const char* val ) { int index = FindStringIndex( key ); if( index < 0 ) { return false; } //mem.PushHeap(); if( keyVals[index].value != NULL ) { blockAlloc.Free( keyVals[index].value ); } int valLen = idStr::Length( val ); keyVals[index].value = blockAlloc.Alloc( valLen + 1 ); idStr::Copynz( keyVals[index].value, val, valLen + 1 ); //mem.PopHeap(); return true; } /* ======================== idLangDict::AddKeyVal ======================== */ void idLangDict::AddKeyVal( const char* key, const char* val ) { if( SetString( key, val ) ) { return; } //mem.PushHeap(); int keyLen = idStr::Length( key ); char* k = blockAlloc.Alloc( keyLen + 1 ); idStr::Copynz( k, key, keyLen + 1 ); char* v = NULL; if( val != NULL ) { int valLen = idStr::Length( val ); v = blockAlloc.Alloc( valLen + 1 ); idStr::Copynz( v, val, valLen + 1 ); } int index = keyVals.Append( idLangKeyValue( k, v ) ); int hash = idStr::IHash( key ); keyIndex.Add( hash, index ); //mem.PopHeap(); } /* ======================== idLangDict::AddString ======================== */ const char* idLangDict::AddString( const char* val ) { int i = Sys_Milliseconds(); idStr key; sprintf( key, "#str_%06d", ( i++ % 1000000 ) ); while( FindStringIndex( key ) > 0 ) { sprintf( key, "#str_%06d", ( i++ % 1000000 ) ); } AddKeyVal( key, val ); int index = FindStringIndex( key ); return keyVals[index].key; } /* ======================== idLangDict::GetNumKeyVals ======================== */ int idLangDict::GetNumKeyVals() const { return keyVals.Num(); } /* ======================== idLangDict::GetKeyVal ======================== */ const idLangKeyValue* idLangDict::GetKeyVal( int i ) const { return &keyVals[i]; } /* ======================== idLangDict::IsStringId ======================== */ bool idLangDict::IsStringId( const char* str ) { return idStr::Icmpn( str, KEY_PREFIX, KEY_PREFIX_LEN ) == 0; } /* ======================== idLangDict::GetLocalizedString ======================== */ const char* idLangDict::GetLocalizedString( const idStrId& strId ) const { if( strId.GetIndex() >= 0 && strId.GetIndex() < keyVals.Num() ) { if( keyVals[ strId.GetIndex() ].value == NULL ) { return keyVals[ strId.GetIndex() ].key; } else { return keyVals[ strId.GetIndex() ].value; } } return ""; } /* ================================================================================================ idStrId ================================================================================================ */ /* ======================== idStrId::Set ======================== */ void idStrId::Set( const char* key ) { if( key == NULL || key[0] == 0 ) { index = -1; } else { index = idLocalization::languageDict.FindStringIndex( key ); if( index < 0 ) { // don't allow setting of string ID's to an unknown ID... this should only be allowed from // the string table tool because additions from anywhere else are not guaranteed to be // saved to the .lang file. idLib::Warning( "Attempted to set unknown string ID '%s'", key ); } } } /* ======================== idStrId::GetKey ======================== */ const char* idStrId::GetKey() const { if( index >= 0 && index < idLocalization::languageDict.keyVals.Num() ) { return idLocalization::languageDict.keyVals[index].key; } return ""; } /* ======================== idStrId::GetLocalizedString ======================== */ const char* idStrId::GetLocalizedString() const { return idLocalization::languageDict.GetLocalizedString( *this ); }