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vcmi/lib/CGeneralTextHandler.h

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/*
* CGeneralTextHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class CInputStream;
class JsonNode;
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class JsonSerializeFormat;
/// Parser for any text files from H3
class DLL_LINKAGE CLegacyConfigParser
{
std::string fileEncoding;
std::unique_ptr<char[]> data;
char * curr;
char * end;
/// extracts part of quoted string.
std::string extractQuotedPart();
/// extracts quoted string. Any end of lines are ignored, double-quote is considered as "escaping"
std::string extractQuotedString();
/// extracts non-quoted string
std::string extractNormalString();
/// reads "raw" string without encoding conversion
std::string readRawString();
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public:
/// read one entry from current line. Return ""/0 if end of line reached
std::string readString();
float readNumber();
template <typename numeric>
std::vector<numeric> readNumArray(size_t size)
{
std::vector<numeric> ret;
ret.reserve(size);
while (size--)
ret.push_back((numeric)readNumber());
return ret;
}
/// returns true if next entry is empty
bool isNextEntryEmpty() const;
/// end current line
bool endLine();
explicit CLegacyConfigParser(const TextPath & URI);
};
class CGeneralTextHandler;
/// Small wrapper that provides text access API compatible with old code
class DLL_LINKAGE LegacyTextContainer
{
CGeneralTextHandler & owner;
std::string basePath;
public:
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LegacyTextContainer(CGeneralTextHandler & owner, std::string basePath);
std::string operator [](size_t index) const;
};
/// Small wrapper that provides help text access API compatible with old code
class DLL_LINKAGE LegacyHelpContainer
{
CGeneralTextHandler & owner;
std::string basePath;
public:
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LegacyHelpContainer(CGeneralTextHandler & owner, std::string basePath);
std::pair<std::string, std::string> operator[](size_t index) const;
};
class TextIdentifier
{
std::string identifier;
public:
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const std::string & get() const
{
return identifier;
}
TextIdentifier(const char * id):
identifier(id)
{}
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TextIdentifier(const std::string & id):
identifier(id)
{}
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template<typename... T>
TextIdentifier(const std::string & id, size_t index, T... rest):
TextIdentifier(id + '.' + std::to_string(index), rest...)
{}
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template<typename... T>
TextIdentifier(const std::string & id, const std::string & id2, T... rest):
TextIdentifier(id + '.' + id2, rest...)
{}
};
class DLL_LINKAGE TextLocalizationContainer
{
protected:
struct StringState
{
/// Human-readable string that was added on registration
std::string baseValue;
/// Language of base string
std::string baseLanguage;
/// Translated human-readable string
std::string overrideValue;
/// Language of the override string
std::string overrideLanguage;
/// ID of mod that created this string
std::string modContext;
template <typename Handler>
void serialize(Handler & h, const int Version)
{
h & baseValue;
h & baseLanguage;
h & modContext;
}
};
/// map identifier -> localization
std::unordered_map<std::string, StringState> stringsLocalizations;
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std::vector<const TextLocalizationContainer *> subContainers;
/// add selected string to internal storage as high-priority strings
void registerStringOverride(const std::string & modContext, const std::string & language, const TextIdentifier & UID, const std::string & localized);
std::string getModLanguage(const std::string & modContext);
public:
/// validates translation of specified language for specified mod
/// returns true if localization is valid and complete
/// any error messages will be written to log file
bool validateTranslation(const std::string & language, const std::string & modContext, JsonNode const & file) const;
/// Loads translation from provided json
/// Any entries loaded by this will have priority over texts registered normally
void loadTranslationOverrides(const std::string & language, const std::string & modContext, JsonNode const & file);
// returns true if identifier with such name was registered, even if not translated to current language
bool identifierExists(const TextIdentifier & UID) const;
/// add selected string to internal storage
void registerString(const std::string & modContext, const TextIdentifier & UID, const std::string & localized);
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void registerString(const std::string & modContext, const TextIdentifier & UID, const std::string & localized, const std::string & language);
/// returns translated version of a string that can be displayed to user
template<typename ... Args>
std::string translate(std::string arg1, Args ... args) const
{
TextIdentifier id(arg1, args ...);
return deserialize(id);
}
/// converts identifier into user-readable string
const std::string & deserialize(const TextIdentifier & identifier) const;
/// Debug method, dumps all currently known texts into console using Json-like format
void dumpAllTexts();
/// Add or override subcontainer which can store identifiers
void addSubContainer(const TextLocalizationContainer & container);
/// Remove subcontainer with give name
void removeSubContainer(const TextLocalizationContainer & container);
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void jsonSerialize(JsonNode & dest) const;
template <typename Handler>
void serialize(Handler & h, const int Version)
{
std::string key;
auto sz = stringsLocalizations.size();
h & sz;
if(h.saving)
{
for(auto s : stringsLocalizations)
{
key = s.first;
h & key;
h & s.second;
}
}
else
{
for(size_t i = 0; i < sz; ++i)
{
h & key;
h & stringsLocalizations[key];
}
}
}
};
/// Handles all text-related data in game
class DLL_LINKAGE CGeneralTextHandler: public TextLocalizationContainer
{
void readToVector(const std::string & sourceID, const std::string & sourceName);
/// number of scenarios in specific campaign. TODO: move to a better location
std::vector<size_t> scenariosCountPerCampaign;
public:
LegacyTextContainer allTexts;
LegacyTextContainer arraytxt;
LegacyTextContainer primarySkillNames;
LegacyTextContainer jktexts;
LegacyTextContainer heroscrn;
LegacyTextContainer overview;//text for Kingdom Overview window
LegacyTextContainer colors; //names of player colors ("red",...)
LegacyTextContainer capColors; //names of player colors with first letter capitalized ("Red",...)
LegacyTextContainer turnDurations; //turn durations for pregame (1 Minute ... Unlimited)
//towns
LegacyTextContainer tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen
LegacyTextContainer tavernInfo;
LegacyTextContainer tavernRumors;
LegacyTextContainer qeModCommands;
LegacyHelpContainer zelp;
LegacyTextContainer lossCondtions;
LegacyTextContainer victoryConditions;
//objects
LegacyTextContainer advobtxt;
LegacyTextContainer restypes; //names of resources
LegacyTextContainer randsign;
LegacyTextContainer seerEmpty;
LegacyTextContainer seerNames;
LegacyTextContainer tentColors;
//sec skills
LegacyTextContainer levels;
//commanders
LegacyTextContainer znpc00; //more or less useful content of that file
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std::vector<std::string> findStringsWithPrefix(const std::string & prefix);
int32_t pluralText(int32_t textIndex, int32_t count) const;
size_t getCampaignLength(size_t campaignID) const;
CGeneralTextHandler();
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CGeneralTextHandler(const CGeneralTextHandler&) = delete;
CGeneralTextHandler operator=(const CGeneralTextHandler&) = delete;
/// Attempts to detect encoding & language of H3 files
static void detectInstallParameters();
/// Returns name of language preferred by user
static std::string getPreferredLanguage();
/// Returns name of language of Heroes III text files
static std::string getInstalledLanguage();
/// Returns name of encoding of Heroes III text files
static std::string getInstalledEncoding();
};
VCMI_LIB_NAMESPACE_END