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- added game loading text strings to language file - ONLY load the font type we are using
297 lines
10 KiB
C++
297 lines
10 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "lang.h"
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#include <stdexcept>
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#include "logger.h"
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#include "util.h"
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#include "platform_util.h"
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#include "game_constants.h"
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#include "game_util.h"
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#include "platform_common.h"
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#include "conversion.h"
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#include "gl_wrap.h"
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#include "core_data.h"
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#include "renderer.h"
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#include "leak_dumper.h"
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using namespace std;
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using namespace Shared::Util;
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using namespace Shared::Platform;
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namespace Glest{ namespace Game{
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const char *DEFAULT_LANGUAGE = "english";
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// =====================================================
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// class Lang
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// =====================================================
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Lang::Lang() {
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language = "";
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is_utf8_language = false;
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}
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Lang &Lang::getInstance() {
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static Lang lang;
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return lang;
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}
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void Lang::loadStrings(const string &uselanguage, bool loadFonts) {
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bool languageChanged = (uselanguage != this->language);
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this->language= uselanguage;
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loadStrings(uselanguage, strings, true);
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if(languageChanged == true) {
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Font::resetToDefaults();
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Lang &lang = Lang::getInstance();
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if( lang.hasString("FONT_BASE_SIZE")) {
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Font::baseSize = strToInt(lang.get("FONT_BASE_SIZE"));
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}
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if( lang.hasString("FONT_SCALE_SIZE")) {
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Font::scaleFontValue = strToFloat(lang.get("FONT_SCALE_SIZE"));
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}
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if( lang.hasString("FONT_SCALE_CENTERH_FACTOR")) {
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Font::scaleFontValueCenterHFactor = strToFloat(lang.get("FONT_SCALE_CENTERH_FACTOR"));
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}
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if( lang.hasString("FONT_CHARCOUNT")) {
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// 256 for English
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// 30000 for Chinese
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Font::charCount = strToInt(lang.get("FONT_CHARCOUNT"));
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}
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if( lang.hasString("FONT_TYPENAME")) {
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Font::fontTypeName = lang.get("FONT_TYPENAME");
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}
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if( lang.hasString("FONT_CHARSET")) {
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// Example values:
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// DEFAULT_CHARSET (English) = 1
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// GB2312_CHARSET (Chinese) = 134
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Shared::Platform::charSet = strToInt(lang.get("FONT_CHARSET"));
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}
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if( lang.hasString("FONT_MULTIBYTE")) {
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Font::fontIsMultibyte = strToBool(lang.get("FONT_MULTIBYTE"));
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}
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if( lang.hasString("FONT_RIGHTTOLEFT")) {
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Font::fontIsRightToLeft = strToBool(lang.get("FONT_RIGHTTOLEFT"));
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}
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if( lang.hasString("MEGAGLEST_FONT")) {
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//setenv("MEGAGLEST_FONT","/usr/share/fonts/truetype/ttf-japanese-gothic.ttf",0); // Japanese
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#if defined(WIN32)
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string newEnvValue = "MEGAGLEST_FONT=" + lang.get("MEGAGLEST_FONT");
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_putenv(newEnvValue.c_str());
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#else
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setenv("MEGAGLEST_FONT",lang.get("MEGAGLEST_FONT").c_str(),0);
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#endif
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}
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// if( lang.hasString("FONT_YOFFSET_FACTOR")) {
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// FontMetrics::DEFAULT_Y_OFFSET_FACTOR = strToFloat(lang.get("FONT_YOFFSET_FACTOR"));
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// }
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#if defined(WIN32)
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// Win32 overrides for fonts (just in case they must be different)
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if( lang.hasString("FONT_BASE_SIZE_WINDOWS")) {
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// 256 for English
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// 30000 for Chinese
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Font::baseSize = strToInt(lang.get("FONT_BASE_SIZE_WINDOWS"));
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}
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if( lang.hasString("FONT_SCALE_SIZE_WINDOWS")) {
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Font::scaleFontValue = strToFloat(lang.get("FONT_SCALE_SIZE_WINDOWS"));
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}
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if( lang.hasString("FONT_SCALE_CENTERH_FACTOR_WINDOWS")) {
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Font::scaleFontValueCenterHFactor = strToFloat(lang.get("FONT_SCALE_CENTERH_FACTOR_WINDOWS"));
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}
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if( lang.hasString("FONT_HEIGHT_TEXT_WINDOWS")) {
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Font::langHeightText = lang.get("FONT_HEIGHT_TEXT_WINDOWS",Font::langHeightText.c_str());
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}
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if( lang.hasString("FONT_CHARCOUNT_WINDOWS")) {
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// 256 for English
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// 30000 for Chinese
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Font::charCount = strToInt(lang.get("FONT_CHARCOUNT_WINDOWS"));
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}
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if( lang.hasString("FONT_TYPENAME_WINDOWS")) {
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Font::fontTypeName = lang.get("FONT_TYPENAME_WINDOWS");
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}
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if( lang.hasString("FONT_CHARSET_WINDOWS")) {
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// Example values:
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// DEFAULT_CHARSET (English) = 1
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// GB2312_CHARSET (Chinese) = 134
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Shared::Platform::charSet = strToInt(lang.get("FONT_CHARSET_WINDOWS"));
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}
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if( lang.hasString("FONT_MULTIBYTE_WINDOWS")) {
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Font::fontIsMultibyte = strToBool(lang.get("FONT_MULTIBYTE_WINDOWS"));
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}
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if( lang.hasString("FONT_RIGHTTOLEFT_WINDOWS")) {
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Font::fontIsRightToLeft = strToBool(lang.get("FONT_RIGHTTOLEFT_WINDOWS"));
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}
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if( lang.hasString("MEGAGLEST_FONT_WINDOWS")) {
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//setenv("MEGAGLEST_FONT","/usr/share/fonts/truetype/ttf-japanese-gothic.ttf",0); // Japanese
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string newEnvValue = "MEGAGLEST_FONT=" + lang.get("MEGAGLEST_FONT_WINDOWS");
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_putenv(newEnvValue.c_str());
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}
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// if( lang.hasString("FONT_YOFFSET_FACTOR_WINDOWS")) {
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// FontMetrics::DEFAULT_Y_OFFSET_FACTOR = strToFloat(lang.get("FONT_YOFFSET_FACTOR_WINDOWS"));
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// }
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// end win32
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#endif
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if(loadFonts) {
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CoreData &coreData= CoreData::getInstance();
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coreData.loadFonts();
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}
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}
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}
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void Lang::loadStrings(const string &uselanguage, Properties &properties, bool fileMustExist) {
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properties.clear();
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string data_path = getGameReadWritePath(GameConstants::path_data_CacheLookupKey);
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//string languageFile = data_path + "data/lang/" + uselanguage + ".lng";
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string languageFile = getGameCustomCoreDataPath(data_path, "data/lang/" + uselanguage + ".lng");
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if(fileMustExist == false && fileExists(languageFile) == false) {
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return;
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}
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is_utf8_language = valid_utf8_file(languageFile.c_str());
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properties.load(languageFile);
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}
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bool Lang::isUTF8Language() const {
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return is_utf8_language;
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}
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void Lang::loadScenarioStrings(const string &scenarioDir, const string &scenarioName){
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] scenarioDir = [%s] scenarioName = [%s]\n",__FILE__,__FUNCTION__,__LINE__,scenarioDir.c_str(),scenarioName.c_str());
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string currentPath = scenarioDir;
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endPathWithSlash(currentPath);
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string scenarioFolder = currentPath + scenarioName + "/";
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string path = scenarioFolder + scenarioName + "_" + language + ".lng";
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if(EndsWith(scenarioDir, ".xml") == true) {
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scenarioFolder = extractDirectoryPathFromFile(scenarioDir);
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path = scenarioFolder + scenarioName + "_" + language + ".lng";
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] path = [%s]\n",__FILE__,__FUNCTION__,__LINE__,path.c_str());
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}
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scenarioStrings.clear();
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//try to load the current language first
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if(fileExists(path)) {
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scenarioStrings.load(path);
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}
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else{
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] path not found [%s]\n",__FILE__,__FUNCTION__,__LINE__,path.c_str());
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//try english otherwise
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path = scenarioFolder + scenarioName + "_english.lng";
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] path = [%s]\n",__FILE__,__FUNCTION__,__LINE__,path.c_str());
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if(fileExists(path)){
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scenarioStrings.load(path);
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}
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}
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}
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bool Lang::hasString(const string &s, string uselanguage, bool fallbackToDefault) {
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bool result = false;
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try {
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if(uselanguage != "") {
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//printf("#a fallbackToDefault = %d [%s] uselanguage [%s] DEFAULT_LANGUAGE [%s] this->language [%s]\n",fallbackToDefault,s.c_str(),uselanguage.c_str(),DEFAULT_LANGUAGE,this->language.c_str());
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if(otherLanguageStrings.find(uselanguage) == otherLanguageStrings.end()) {
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loadStrings(uselanguage, otherLanguageStrings[uselanguage], false);
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}
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string result2 = otherLanguageStrings[uselanguage].getString(s);
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//printf("#b result2 [%s]\n",result2.c_str());
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result = true;
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}
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else {
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string result2 = strings.getString(s);
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result = true;
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}
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}
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catch(exception &ex) {
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if(strings.getpath() != "") {
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if(SystemFlags::VERBOSE_MODE_ENABLED) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s] for uselanguage [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what(),uselanguage.c_str());
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}
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//printf("#1 fallbackToDefault = %d [%s] uselanguage [%s] DEFAULT_LANGUAGE [%s] this->language [%s]\n",fallbackToDefault,s.c_str(),uselanguage.c_str(),DEFAULT_LANGUAGE,this->language.c_str());
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if(fallbackToDefault == true && uselanguage != DEFAULT_LANGUAGE && this->language != DEFAULT_LANGUAGE) {
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result = hasString(s, DEFAULT_LANGUAGE, false);
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}
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else {
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}
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}
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return result;
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}
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bool Lang::isLanguageLocal(string compareLanguage) const {
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return (compareLanguage == language);
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}
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string Lang::get(const string &s, string uselanguage, bool fallbackToDefault) {
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try {
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string result = "";
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if(uselanguage != "") {
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if(otherLanguageStrings.find(uselanguage) == otherLanguageStrings.end()) {
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loadStrings(uselanguage, otherLanguageStrings[uselanguage], false);
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}
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result = otherLanguageStrings[uselanguage].getString(s);
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replaceAll(result, "\\n", "\n");
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}
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else {
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result = strings.getString(s);
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replaceAll(result, "\\n", "\n");
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}
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return result;
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}
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catch(exception &ex) {
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if(strings.getpath() != "") {
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if(fallbackToDefault == false || SystemFlags::VERBOSE_MODE_ENABLED) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s] uselanguage [%s] text [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what(),uselanguage.c_str(),s.c_str());
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}
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//printf("#2 fallbackToDefault = %d [%s] uselanguage [%s] DEFAULT_LANGUAGE [%s] this->language [%s]\n",fallbackToDefault,s.c_str(),uselanguage.c_str(),DEFAULT_LANGUAGE,this->language.c_str());
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if(fallbackToDefault == true && uselanguage != DEFAULT_LANGUAGE && this->language != DEFAULT_LANGUAGE) {
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return get(s, DEFAULT_LANGUAGE, false);
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}
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return "???" + s + "???";
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}
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}
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string Lang::getScenarioString(const string &s) {
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try{
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string result = scenarioStrings.getString(s);
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replaceAll(result, "\\n", "\n");
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return result;
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}
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catch(exception &ex) {
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if(scenarioStrings.getpath() != "") {
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SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
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}
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return "???" + s + "???";
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}
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}
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}}//end namespace
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