mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-14 17:01:02 +00:00
110 lines
3.3 KiB
C
110 lines
3.3 KiB
C
// Filename:- stringed_ingame.h
|
|
//
|
|
|
|
#ifndef STRINGED_INGAME_H
|
|
#define STRINGED_INGAME_H
|
|
|
|
|
|
// alter these to suit your own game...
|
|
//
|
|
#define SE_BOOL qboolean
|
|
#define SE_TRUE qtrue
|
|
#define SE_FALSE qfalse
|
|
#define iSE_MAX_FILENAME_LENGTH MAX_QPATH
|
|
#define sSE_STRINGS_DIR "strings"
|
|
#define sSE_DEBUGSTR_PREFIX "[" // any string you want prefixing onto the debug versions of strings (to spot hardwired english etc)
|
|
#define sSE_DEBUGSTR_SUFFIX "]" // ""
|
|
|
|
extern cvar_t *se_language;
|
|
|
|
// some needed text-equates, do not alter these under any circumstances !!!! (unless you're me. Which you're not)
|
|
//
|
|
#define iSE_VERSION 1
|
|
#define sSE_KEYWORD_VERSION "VERSION"
|
|
#define sSE_KEYWORD_CONFIG "CONFIG"
|
|
#define sSE_KEYWORD_FILENOTES "FILENOTES"
|
|
#define sSE_KEYWORD_REFERENCE "REFERENCE"
|
|
#define sSE_KEYWORD_FLAGS "FLAGS"
|
|
#define sSE_KEYWORD_NOTES "NOTES"
|
|
#define sSE_KEYWORD_LANG "LANG_"
|
|
#define sSE_KEYWORD_ENDMARKER "ENDMARKER"
|
|
#define sSE_FILE_EXTENSION ".st" // editor-only NEVER used ingame, but I wanted all extensions together
|
|
#define sSE_EXPORT_FILE_EXTENSION ".ste"
|
|
#define sSE_INGAME_FILE_EXTENSION ".str"
|
|
#define sSE_EXPORT_SAME "#same"
|
|
|
|
|
|
|
|
// available API calls...
|
|
//
|
|
typedef const char *LPCSTR;
|
|
|
|
void SE_Init ( void );
|
|
void SE_ShutDown ( void );
|
|
void SE_CheckForLanguageUpdates(void);
|
|
int SE_GetNumLanguages ( void );
|
|
LPCSTR SE_GetLanguageName ( int iLangIndex ); // eg "german"
|
|
LPCSTR SE_GetLanguageDir ( int iLangIndex ); // eg "strings/german"
|
|
LPCSTR SE_LoadLanguage ( LPCSTR psLanguage, SE_BOOL bLoadDebug = SE_TRUE );
|
|
void SE_NewLanguage ( void );
|
|
//
|
|
// for convenience, two ways of getting at the same data...
|
|
//
|
|
LPCSTR SE_GetString ( LPCSTR psPackageReference, LPCSTR psStringReference);
|
|
LPCSTR SE_GetString ( LPCSTR psPackageAndStringReference);
|
|
//
|
|
// ditto...
|
|
//
|
|
int SE_GetFlags ( LPCSTR psPackageReference, LPCSTR psStringReference );
|
|
int SE_GetFlags ( LPCSTR psPackageAndStringReference );
|
|
//
|
|
// general flag functions... (SEP_GetFlagMask() return should be used with SEP_GetFlags() return)
|
|
//
|
|
int SE_GetNumFlags ( void );
|
|
LPCSTR SE_GetFlagName ( int iFlagIndex );
|
|
int SE_GetFlagMask ( LPCSTR psFlagName );
|
|
|
|
|
|
// 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
|
|
// interpret char codes, for this reason I'm only exposing these simple bool queries...
|
|
//
|
|
inline SE_BOOL Language_IsRussian(void)
|
|
{
|
|
return (se_language && !Q_stricmp(se_language->string, "russian")) ? SE_TRUE : SE_FALSE;
|
|
}
|
|
|
|
inline SE_BOOL Language_IsPolish(void)
|
|
{
|
|
return (se_language && !Q_stricmp(se_language->string, "polish")) ? SE_TRUE : SE_FALSE;
|
|
}
|
|
|
|
inline SE_BOOL Language_IsKorean(void)
|
|
{
|
|
return (se_language && !Q_stricmp(se_language->string, "korean")) ? SE_TRUE : SE_FALSE;
|
|
}
|
|
|
|
inline SE_BOOL Language_IsTaiwanese(void)
|
|
{
|
|
return (se_language && !Q_stricmp(se_language->string, "taiwanese")) ? SE_TRUE : SE_FALSE;
|
|
}
|
|
|
|
inline SE_BOOL Language_IsJapanese(void)
|
|
{
|
|
return (se_language && !Q_stricmp(se_language->string, "japanese")) ? SE_TRUE : SE_FALSE;
|
|
}
|
|
|
|
inline SE_BOOL Language_IsChinese(void)
|
|
{
|
|
return (se_language && !Q_stricmp(se_language->string, "chinese")) ? SE_TRUE : SE_FALSE;
|
|
}
|
|
|
|
inline SE_BOOL Language_IsThai(void)
|
|
{
|
|
return (se_language && !Q_stricmp(se_language->string, "thai")) ? SE_TRUE : SE_FALSE;
|
|
}
|
|
|
|
|
|
#endif // #ifndef STRINGED_INGAME_H
|
|
|
|
/////////////////// eof ////////////////
|
|
|