jedi-academy/code/qcommon/stringed_ingame.h

111 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 ////////////////