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Engine directory for ticket #1
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120
Engine/source/i18n/lang.h
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120
Engine/source/i18n/lang.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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/// \file lang.h
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/// \brief Header for language support
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//-----------------------------------------------------------------------------
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#include "console/simBase.h"
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#include "core/util/tVector.h"
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#ifndef _LANG_H_
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#define _LANG_H_
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#define LANG_INVALID_ID 0xffffffff ///!< Invalid ID. Used for returning failure
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//-----------------------------------------------------------------------------
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/// \brief Class for working with language files
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//-----------------------------------------------------------------------------
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class LangFile
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{
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protected:
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Vector<UTF8 *> mStringTable;
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UTF8 * mLangName;
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UTF8 * mLangFile;
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void freeTable();
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public:
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LangFile(const UTF8 *langName = NULL);
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virtual ~LangFile();
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bool load(const UTF8 *filename);
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bool save(const UTF8 *filename);
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bool load(Stream *s);
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bool save(Stream *s);
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const UTF8 * getString(U32 id);
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U32 addString(const UTF8 *str);
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// [tom, 4/22/2005] setString() added to help the language compiler a bit
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void setString(U32 id, const UTF8 *str);
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void setLangName(const UTF8 *newName);
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const UTF8 *getLangName(void) { return mLangName; }
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const UTF8 *getLangFile(void) { return mLangFile; }
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void setLangFile(const UTF8 *langFile);
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bool activateLanguage(void);
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void deactivateLanguage(void);
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bool isLoaded(void) { return mStringTable.size() > 0; }
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S32 getNumStrings(void) { return mStringTable.size(); }
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};
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//-----------------------------------------------------------------------------
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/// \brief Language file table
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//-----------------------------------------------------------------------------
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class LangTable : public SimObject
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{
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typedef SimObject Parent;
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protected:
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Vector<LangFile *> mLangTable;
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S32 mDefaultLang;
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S32 mCurrentLang;
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public:
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DECLARE_CONOBJECT(LangTable);
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LangTable();
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virtual ~LangTable();
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S32 addLanguage(LangFile *lang, const UTF8 *name = NULL);
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S32 addLanguage(const UTF8 *filename, const UTF8 *name = NULL);
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void setDefaultLanguage(S32 langid);
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void setCurrentLanguage(S32 langid);
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S32 getCurrentLanguage(void) { return mCurrentLang; }
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const UTF8 * getLangName(const S32 langid) const
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{
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if(langid < 0 || langid >= mLangTable.size())
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return NULL;
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return mLangTable[langid]->getLangName();
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}
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const S32 getNumLang(void) const { return mLangTable.size(); }
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const UTF8 * getString(const U32 id) const;
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const U32 getStringLength(const U32 id) const;
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};
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extern UTF8 *sanitiseVarName(const UTF8 *varName, UTF8 *buffer, U32 bufsize);
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extern UTF8 *getCurrentModVarName(UTF8 *buffer, U32 bufsize);
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extern const LangTable *getCurrentModLangTable();
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extern const LangTable *getModLangTable(const UTF8 *mod);
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#endif // _LANG_H_
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