mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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190 lines
5.4 KiB
C++
190 lines
5.4 KiB
C++
/*
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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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{
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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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{
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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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{
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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()
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{
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return languageDict;
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}
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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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{
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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 )
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{
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Set( key );
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}
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explicit idStrId( const idStr& key )
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{
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Set( key );
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}
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void operator=( const char* key )
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{
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Set( key );
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}
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void operator=( const idStr& key )
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{
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Set( key );
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}
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void operator=( const idStrId& other )
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{
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index = other.index;
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}
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bool operator==( const idStrId& other ) const
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{
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return index == other.index;
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}
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bool operator!=( const idStrId& other ) const
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{
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return index != other.index;
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}
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void Set( const char* key );
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void Empty()
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{
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index = -1;
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}
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bool IsEmpty() const
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{
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return index < 0;
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}
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const char* GetKey() const;
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const char* GetLocalizedString() const;
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int GetIndex() const
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{
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return index;
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}
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void SetIndex( int i )
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{
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index = i;
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}
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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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