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92 lines
2.9 KiB
C++
92 lines
2.9 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 Martiño 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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#ifndef _GLEST_GAME_LANG_H_
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#define _GLEST_GAME_LANG_H_
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#ifdef WIN32
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#include <winsock2.h>
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#include <winsock.h>
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#endif
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#include "properties.h"
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#include "leak_dumper.h"
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namespace Glest{ namespace Game{
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using Shared::Util::Properties;
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// =====================================================
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// class Lang
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//
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// String table
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// =====================================================
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class Lang {
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private:
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bool is_utf8_language;
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string language;
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std::map<string,Properties> gameStringsAllLanguages;
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Properties scenarioStrings;
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Properties tilesetStrings;
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Properties tilesetStringsDefault;
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std::map<string, std::map<string, Properties> > techTreeStringsAllLanguages;
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string techNameLoaded;
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bool allowNativeLanguageTechtree;
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private:
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Lang();
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void loadGameStringProperties(string language, Properties &properties, bool fileMustExist,bool fallbackToDefault=false);
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bool fileMatchesISO630Code(string uselanguage, string testLanguageFile);
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string getNativeLanguageName(string uselanguage, string testLanguageFile);
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string parseResult(const string &key, const string &value);
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public:
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static Lang &getInstance();
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string getTechNameLoaded() const { return techNameLoaded; }
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bool getAllowNativeLanguageTechtree() const { return allowNativeLanguageTechtree; }
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void setAllowNativeLanguageTechtree(bool value) { allowNativeLanguageTechtree = value; }
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void loadGameStrings(string uselanguage, bool loadFonts=true, bool fallbackToDefault=false);
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void loadScenarioStrings(string scenarioDir, string scenarioName, bool isTutorial);
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bool loadTechTreeStrings(string techTree, bool forceLoad=false);
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void loadTilesetStrings(string tileset);
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string getString(const string &s,string uselanguage="", bool fallbackToDefault=false);
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bool hasString(const string &s, string uselanguage="", bool fallbackToDefault=false);
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string getScenarioString(const string &s);
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bool hasScenarioString(const string &s);
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string getTechTreeString(const string &s, const char *defaultValue=NULL);
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string getTilesetString(const string &s, const char *defaultValue=NULL);
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string getLanguage() const { return language; }
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bool isLanguageLocal(string compareLanguage) const;
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bool isUTF8Language() const;
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string getDefaultLanguage() const;
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map<string,string> getDiscoveredLanguageList(bool searchKeyIsLangName=false);
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pair<string,string> getNavtiveNameFromLanguageName(string langName);
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string getLanguageFile(string uselanguage);
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};
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}}//end namespace
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#endif
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