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vcmi/lib/texts/CGeneralTextHandler.h
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

108 lines
3.2 KiB
C++

/*
* 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 "TextLocalizationContainer.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGeneralTextHandler;
/// Small wrapper that provides text access API compatible with old code
class DLL_LINKAGE LegacyTextContainer
{
CGeneralTextHandler & owner;
std::string basePath;
public:
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:
LegacyHelpContainer(CGeneralTextHandler & owner, std::string basePath);
std::pair<std::string, std::string> operator[](size_t index) const;
};
/// 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 lossConditions;
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
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();
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