mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 13:01:27 +00:00
600 lines
16 KiB
C++
600 lines
16 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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#pragma hdrstop
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#include "precompiled.h"
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// 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
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idLangDict idLocalization::languageDict;
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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." );
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/*
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========================
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idLocalization::ClearDictionary
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========================
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*/
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void idLocalization::ClearDictionary() {
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languageDict.Clear();
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}
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/*
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========================
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idLocalization::LoadDictionary
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========================
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*/
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bool idLocalization::LoadDictionary( const byte * data, int dataLen, const char * fileName ) {
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return languageDict.Load( data, dataLen, fileName );
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}
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/*
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========================
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idLocalization::GetString
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========================
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*/
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const char * idLocalization::GetString( const char * inString ) {
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return languageDict.GetString( inString );
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}
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/*
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========================
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idLocalization::FindString
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========================
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*/
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const char * idLocalization::FindString( const char * inString ) {
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return languageDict.FindString( inString );
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}
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/*
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========================
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idLocalization::VerifyUTF8
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========================
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*/
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utf8Encoding_t idLocalization::VerifyUTF8( const uint8 * buffer, const int bufferLen, const char * name ) {
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utf8Encoding_t encoding;
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idStr::IsValidUTF8( buffer, bufferLen, encoding );
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if ( encoding == UTF8_INVALID ) {
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idLib::FatalError( "Language file %s is not valid UTF-8 or plain ASCII.", name );
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} else if ( encoding == UTF8_INVALID_BOM ) {
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idLib::FatalError( "Language file %s is marked as UTF-8 but has invalid encoding.", name );
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} else if ( encoding == UTF8_ENCODED_NO_BOM ) {
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idLib::FatalError( "Language file %s has no byte order marker. Fix this or roll back to a version that has the marker.", name );
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} else if ( encoding != UTF8_ENCODED_BOM && encoding != UTF8_PURE_ASCII ) {
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idLib::FatalError( "Language file %s has unknown utf8Encoding_t.", name );
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}
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return encoding;
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}
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// string entries can refer to other string entries,
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// recursing up to this many times before we decided someone did something stupid
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const char * idLangDict::KEY_PREFIX = "#str_"; // all keys should be prefixed with this for redirection to work
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const int idLangDict::KEY_PREFIX_LEN = idStr::Length( KEY_PREFIX );
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/*
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========================
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idLangDict::idLangDict
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========================
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*/
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idLangDict::idLangDict() : keyIndex( 4096, 4096 ) {
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}
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/*
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========================
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idLangDict::~idLangDict
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========================
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*/
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idLangDict::~idLangDict() {
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Clear();
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}
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/*
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========================
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idLangDict::Clear
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========================
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*/
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void idLangDict::Clear() {
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//mem.PushHeap();
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for ( int i = 0; i < keyVals.Num(); i++ ) {
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if ( keyVals[i].value == NULL ) {
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continue;
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}
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blockAlloc.Free( keyVals[i].value );
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keyVals[i].value = NULL;
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}
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//mem.PopHeap();
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}
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/*
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========================
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idLangDict::Load
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========================
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*/
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bool idLangDict::Load( const byte * buffer, const int bufferLen, const char *name ) {
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if ( buffer == NULL || bufferLen <= 0 ) {
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// let whoever called us deal with the failure (so sys_lang can be reset)
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return false;
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}
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idLib::Printf( "Reading %s", name );
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bool utf8 = false;
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// in all but retail builds, ensure that the byte-order mark is NOT MISSING so that
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// we can avoid debugging UTF-8 code
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#ifndef ID_RETAIL
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utf8Encoding_t encoding = idLocalization::VerifyUTF8( buffer, bufferLen, name );
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if ( encoding == UTF8_ENCODED_BOM ) {
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utf8 = true;
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} else if ( encoding == UTF8_PURE_ASCII ) {
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utf8 = false;
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} else {
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assert( false ); // this should have been handled in VerifyUTF8 with a FatalError
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return false;
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}
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#else
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// in release we just check the BOM so we're not scanning the lang file twice on startup
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if ( bufferLen > 3 && buffer[0] == 0xEF && buffer[1] == 0xBB && buffer[2] == 0xBF ) {
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utf8 = true;
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}
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#endif
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if ( utf8 ) {
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idLib::Printf( " as UTF-8\n" );
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} else {
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idLib::Printf( " as ASCII\n" );
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}
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idStr tempKey;
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idStr tempVal;
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int line = 0;
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int numStrings = 0;
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int i = 0;
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while ( i < bufferLen ) {
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uint32 c = buffer[i++];
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if ( c == '/' ) { // comment, read until new line
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while ( i < bufferLen ) {
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c = buffer[i++];
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if ( c == '\n' ) {
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line++;
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break;
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}
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}
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} else if ( c == '}' ) {
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break;
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} else if ( c == '\n' ) {
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line++;
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} else if ( c == '\"' ) {
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int keyStart = i;
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int keyEnd = -1;
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while ( i < bufferLen ) {
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c = buffer[i++];
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if ( c == '\"' ) {
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keyEnd = i - 1;
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break;
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}
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}
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if ( keyEnd < keyStart ) {
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idLib::FatalError( "%s File ended while reading key at line %d", name, line );
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}
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tempKey.CopyRange( (char *)buffer, keyStart, keyEnd );
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int valStart = -1;
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while ( i < bufferLen ) {
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c = buffer[i++];
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if ( c == '\"' ) {
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valStart = i;
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break;
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}
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}
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if ( valStart < 0 ) {
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idLib::FatalError( "%s File ended while reading value at line %d", name, line );
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}
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int valEnd = -1;
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tempVal.CapLength( 0 );
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while ( i < bufferLen ) {
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c = utf8 ? idStr::UTF8Char( buffer, i ) : buffer[i++];
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if ( !utf8 && c >= 0x80 ) {
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// this is a serious error and we must check this to avoid accidentally shipping a file where someone squased UTF-8 encodings
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idLib::FatalError( "Language file %s is supposed to be plain ASCII, but has byte values > 127!", name );
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}
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if ( c == '\"' ) {
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valEnd = i - 1;
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continue;
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}
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if ( c == '\n' ) {
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line++;
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break;
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}
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if ( c == '\r' ) {
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continue;
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}
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if ( c == '\\' ) {
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c = utf8 ? idStr::UTF8Char( buffer, i ) : buffer[i++];
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if ( c == 'n' ) {
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c = '\n';
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} else if ( c == 't' ) {
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c = '\t';
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} else if ( c == '\"' ) {
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c = '\"';
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} else if ( c == '\\' ) {
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c = '\\';
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} else {
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idLib::Warning( "Unknown escape sequence %x at line %d", c, line );
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}
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}
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tempVal.AppendUTF8Char( c );
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}
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if ( valEnd < valStart ) {
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idLib::FatalError( "%s File ended while reading value at line %d", name, line );
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}
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if ( lang_maskLocalizedStrings.GetBool() && tempVal.Length() > 0 && tempKey.Find( "#font_" ) == -1 ) {
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int len = tempVal.Length();
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if ( len > 0 ) {
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tempVal.Fill( 'W', len - 1 );
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} else {
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tempVal.Empty();
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}
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tempVal.Append( 'X' );
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}
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AddKeyVal( tempKey, tempVal );
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numStrings++;
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}
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}
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idLib::Printf( "%i strings read\n", numStrings );
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// get rid of any waste due to geometric list growth
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//mem.PushHeap();
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keyVals.Condense();
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//mem.PopHeap();
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return true;
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}
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/*
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========================
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idLangDict::Save
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========================
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*/
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bool idLangDict::Save( const char * fileName ) {
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idFile * outFile = fileSystem->OpenFileWrite( fileName );
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if ( outFile == NULL ) {
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idLib::Warning( "Error saving: %s", fileName );
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return false;
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}
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byte bof[3] = { 0xEF, 0xBB, 0xBF };
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outFile->Write( bof, 3 );
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outFile->WriteFloatString( "// string table\n//\n\n{\n" );
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for ( int j = 0; j < keyVals.Num(); j++ ) {
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const idLangKeyValue & kvp = keyVals[j];
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if ( kvp.value == NULL ) {
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continue;
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}
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outFile->WriteFloatString( "\t\"%s\"\t\"", kvp.key );
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for ( int k = 0; kvp.value[k] != 0; k++ ) {
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char ch = kvp.value[k];
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if ( ch == '\t' ) {
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outFile->Write( "\\t", 2 );
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} else if ( ch == '\n' || ch == '\r' ) {
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outFile->Write( "\\n", 2 );
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} else if ( ch == '"' ) {
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outFile->Write( "\\\"", 2 );
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} else if ( ch == '\\' ) {
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outFile->Write( "\\\\", 2 );
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} else {
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outFile->Write( &ch, 1 );
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}
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}
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outFile->WriteFloatString( "\"\n" );
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}
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outFile->WriteFloatString( "\n}\n" );
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delete outFile;
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return true;
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}
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/*
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========================
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idLangDict::GetString
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========================
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*/
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const char * idLangDict::GetString( const char * str ) const {
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const char * localized = FindString( str );
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if ( localized == NULL ) {
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return str;
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}
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return localized;
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}
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/*
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========================
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idLangDict::FindStringIndex
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========================
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*/
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int idLangDict::FindStringIndex( const char * str ) const {
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if ( str == NULL ) {
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return -1;
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}
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int hash = idStr::IHash( str );
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for ( int i = keyIndex.GetFirst( hash ); i >= 0; i = keyIndex.GetNext( i ) ) {
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if ( idStr::Icmp( str, keyVals[i].key ) == 0 ) {
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return i;
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}
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}
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return -1;
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}
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/*
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========================
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idLangDict::FindString_r
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========================
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*/
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const char * idLangDict::FindString_r( const char * str, int & depth ) const {
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depth++;
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if ( depth > MAX_REDIRECTION_DEPTH ) {
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// This isn't an error because we assume the error will be obvious somewhere in a GUI or something,
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// and the whole point of tracking the depth is to avoid a crash.
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idLib::Warning( "String '%s', indirection depth > %d", str, MAX_REDIRECTION_DEPTH );
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return NULL;
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}
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if ( str == NULL || str[0] == '\0' ) {
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return NULL;
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}
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int index = FindStringIndex( str );
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if ( index < 0 ) {
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return NULL;
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}
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const char * value = keyVals[index].value;
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if ( value == NULL ) {
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return NULL;
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}
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if ( IsStringId( value ) ) {
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// this string is re-directed to another entry
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return FindString_r( value, depth );
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}
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return value;
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}
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/*
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========================
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idLangDict::FindString
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========================
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*/
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const char * idLangDict::FindString( const char * str ) const {
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int depth = 0;
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return FindString_r( str, depth );
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}
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/*
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========================
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idLangDict::DeleteString
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========================
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*/
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bool idLangDict::DeleteString( const char * key ) {
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return DeleteString( FindStringIndex( key ) );
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}
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/*
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========================
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idLangDict::DeleteString
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========================
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*/
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bool idLangDict::DeleteString( const int idx ) {
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if ( idx < 0 || idx >= keyVals.Num() ) {
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return false;
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}
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//mem.PushHeap();
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blockAlloc.Free( keyVals[idx].value );
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keyVals[idx].value = NULL;
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//mem.PopHeap();
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return true;
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}
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/*
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========================
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idLangDict::RenameStringKey
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========================
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*/
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bool idLangDict::RenameStringKey( const char * oldKey, const char * newKey ) {
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int index = FindStringIndex( oldKey );
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if ( index < 0 ) {
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return false;
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}
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//mem.PushHeap();
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blockAlloc.Free( keyVals[index].key );
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int newKeyLen = idStr::Length( newKey );
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keyVals[index].key = blockAlloc.Alloc( newKeyLen + 1 );
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idStr::Copynz( keyVals[index].key, newKey, newKeyLen + 1 );
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int oldHash = idStr::IHash( oldKey );
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int newHash = idStr::IHash( newKey );
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if ( oldHash != newHash ) {
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keyIndex.Remove( oldHash, index );
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keyIndex.Add( newHash, index );
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}
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//mem.PopHeap();
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return true;
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}
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/*
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========================
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idLangDict::SetString
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========================
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*/
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bool idLangDict::SetString( const char * key, const char * val ) {
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int index = FindStringIndex( key );
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if ( index < 0 ) {
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return false;
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}
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//mem.PushHeap();
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if ( keyVals[index].value != NULL ) {
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blockAlloc.Free( keyVals[index].value );
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}
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int valLen = idStr::Length( val );
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keyVals[index].value = blockAlloc.Alloc( valLen + 1 );
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idStr::Copynz( keyVals[index].value, val, valLen + 1 );
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//mem.PopHeap();
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return true;
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}
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/*
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========================
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idLangDict::AddKeyVal
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========================
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*/
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void idLangDict::AddKeyVal( const char * key, const char * val ) {
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if ( SetString( key, val ) ) {
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return;
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}
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//mem.PushHeap();
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int keyLen = idStr::Length( key );
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char * k = blockAlloc.Alloc( keyLen + 1 );
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idStr::Copynz( k, key, keyLen + 1 );
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char * v = NULL;
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if ( val != NULL ) {
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int valLen = idStr::Length( val );
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v = blockAlloc.Alloc( valLen + 1 );
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idStr::Copynz( v, val, valLen + 1 );
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}
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int index = keyVals.Append( idLangKeyValue( k, v ) );
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int hash = idStr::IHash( key );
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keyIndex.Add( hash, index );
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//mem.PopHeap();
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}
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/*
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========================
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idLangDict::AddString
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========================
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*/
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const char * idLangDict::AddString( const char * val ) {
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int i = Sys_Milliseconds();
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idStr key;
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sprintf( key, "#str_%06d", ( i++ % 1000000 ) );
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while ( FindStringIndex( key ) > 0 ) {
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sprintf( key, "#str_%06d", ( i++ % 1000000 ) );
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}
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AddKeyVal( key, val );
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int index = FindStringIndex( key );
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return keyVals[index].key;
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}
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/*
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========================
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idLangDict::GetNumKeyVals
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========================
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*/
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int idLangDict::GetNumKeyVals() const {
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return keyVals.Num();
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}
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/*
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========================
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idLangDict::GetKeyVal
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========================
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*/
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const idLangKeyValue * idLangDict::GetKeyVal( int i ) const {
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return &keyVals[i];
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}
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/*
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========================
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idLangDict::IsStringId
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========================
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*/
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bool idLangDict::IsStringId( const char * str ) {
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return idStr::Icmpn( str, KEY_PREFIX, KEY_PREFIX_LEN ) == 0;
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}
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/*
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========================
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idLangDict::GetLocalizedString
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========================
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*/
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const char * idLangDict::GetLocalizedString( const idStrId & strId ) const {
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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 );
|
|
}
|
|
|