Torque3D/Engine/source/i18n/lang.h

125 lines
4 KiB
C++

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