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110 lines
3.3 KiB
C
110 lines
3.3 KiB
C
// Filename:- stringed_ingame.h
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//
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#ifndef STRINGED_INGAME_H
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#define STRINGED_INGAME_H
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// alter these to suit your own game...
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//
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#define SE_BOOL qboolean
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#define SE_TRUE qtrue
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#define SE_FALSE qfalse
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#define iSE_MAX_FILENAME_LENGTH MAX_QPATH
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#define sSE_STRINGS_DIR "strings"
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#define sSE_DEBUGSTR_PREFIX "[" // any string you want prefixing onto the debug versions of strings (to spot hardwired english etc)
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#define sSE_DEBUGSTR_SUFFIX "]" // ""
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extern cvar_t *se_language;
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// some needed text-equates, do not alter these under any circumstances !!!! (unless you're me. Which you're not)
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//
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#define iSE_VERSION 1
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#define sSE_KEYWORD_VERSION "VERSION"
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#define sSE_KEYWORD_CONFIG "CONFIG"
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#define sSE_KEYWORD_FILENOTES "FILENOTES"
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#define sSE_KEYWORD_REFERENCE "REFERENCE"
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#define sSE_KEYWORD_FLAGS "FLAGS"
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#define sSE_KEYWORD_NOTES "NOTES"
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#define sSE_KEYWORD_LANG "LANG_"
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#define sSE_KEYWORD_ENDMARKER "ENDMARKER"
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#define sSE_FILE_EXTENSION ".st" // editor-only NEVER used ingame, but I wanted all extensions together
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#define sSE_EXPORT_FILE_EXTENSION ".ste"
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#define sSE_INGAME_FILE_EXTENSION ".str"
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#define sSE_EXPORT_SAME "#same"
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// available API calls...
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//
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typedef const char *LPCSTR;
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void SE_Init ( void );
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void SE_ShutDown ( void );
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void SE_CheckForLanguageUpdates(void);
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int SE_GetNumLanguages ( void );
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LPCSTR SE_GetLanguageName ( int iLangIndex ); // eg "german"
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LPCSTR SE_GetLanguageDir ( int iLangIndex ); // eg "strings/german"
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LPCSTR SE_LoadLanguage ( LPCSTR psLanguage, SE_BOOL bLoadDebug = SE_TRUE );
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void SE_NewLanguage ( void );
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//
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// for convenience, two ways of getting at the same data...
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//
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LPCSTR SE_GetString ( LPCSTR psPackageReference, LPCSTR psStringReference);
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LPCSTR SE_GetString ( LPCSTR psPackageAndStringReference);
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//
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// ditto...
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//
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int SE_GetFlags ( LPCSTR psPackageReference, LPCSTR psStringReference );
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int SE_GetFlags ( LPCSTR psPackageAndStringReference );
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//
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// general flag functions... (SEP_GetFlagMask() return should be used with SEP_GetFlags() return)
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//
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int SE_GetNumFlags ( void );
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LPCSTR SE_GetFlagName ( int iFlagIndex );
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int SE_GetFlagMask ( LPCSTR psFlagName );
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// note that so far the only place in the game that needs to know these is the font system so it can know how to
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// interpret char codes, for this reason I'm only exposing these simple bool queries...
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//
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inline SE_BOOL Language_IsRussian(void)
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{
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return (se_language && !Q_stricmp(se_language->string, "russian")) ? SE_TRUE : SE_FALSE;
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}
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inline SE_BOOL Language_IsPolish(void)
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{
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return (se_language && !Q_stricmp(se_language->string, "polish")) ? SE_TRUE : SE_FALSE;
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}
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inline SE_BOOL Language_IsKorean(void)
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{
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return (se_language && !Q_stricmp(se_language->string, "korean")) ? SE_TRUE : SE_FALSE;
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}
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inline SE_BOOL Language_IsTaiwanese(void)
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{
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return (se_language && !Q_stricmp(se_language->string, "taiwanese")) ? SE_TRUE : SE_FALSE;
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}
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inline SE_BOOL Language_IsJapanese(void)
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{
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return (se_language && !Q_stricmp(se_language->string, "japanese")) ? SE_TRUE : SE_FALSE;
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}
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inline SE_BOOL Language_IsChinese(void)
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{
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return (se_language && !Q_stricmp(se_language->string, "chinese")) ? SE_TRUE : SE_FALSE;
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}
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inline SE_BOOL Language_IsThai(void)
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{
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return (se_language && !Q_stricmp(se_language->string, "thai")) ? SE_TRUE : SE_FALSE;
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}
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#endif // #ifndef STRINGED_INGAME_H
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/////////////////// eof ////////////////
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