for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
68 lines
2.7 KiB
C++
68 lines
2.7 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file game_text.hpp Base functions regarding game texts. */
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#ifndef GAME_TEXT_HPP
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#define GAME_TEXT_HPP
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struct StringParam {
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enum ParamType {
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RAW_STRING,
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STRING,
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OTHER
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};
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ParamType type;
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uint8_t consumes;
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StringParam(ParamType type, uint8_t consumes) : type(type), consumes(consumes) {}
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};
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using StringParams = std::vector<StringParam>;
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using StringParamsList = std::vector<StringParams>;
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const char *GetGameStringPtr(uint id);
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const StringParams &GetGameStringParams(uint id);
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const std::string &GetGameStringName(uint id);
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void RegisterGameTranslation(class Squirrel *engine);
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void ReconsiderGameScriptLanguage();
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/** Container for the raw (unencoded) language strings of a language. */
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struct LanguageStrings {
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std::string language; ///< Name of the language (base filename). Empty string if invalid.
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StringList lines; ///< The lines of the file to pass into the parser/encoder.
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LanguageStrings() {}
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LanguageStrings(const std::string &lang) : language(lang) {}
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LanguageStrings(const LanguageStrings &other) : language(other.language), lines(other.lines) {}
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LanguageStrings(LanguageStrings &&other) : language(std::move(other.language)), lines(std::move(other.lines)) {}
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bool IsValid() const { return !this->language.empty(); }
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};
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/** Container for all the game strings. */
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struct GameStrings {
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uint version; ///< The version of the language strings.
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LanguageStrings *cur_language; ///< The current (compiled) language.
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std::vector<LanguageStrings> raw_strings; ///< The raw strings per language, first must be English/the master language!.
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std::vector<LanguageStrings> compiled_strings; ///< The compiled strings per language, first must be English/the master language!.
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StringList string_names; ///< The names of the compiled strings.
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StringParamsList string_params; ///< The parameters for the strings.
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void Compile();
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GameStrings() = default;
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GameStrings(const GameStrings &) = delete;
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GameStrings(GameStrings &&) = delete;
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GameStrings &operator=(const GameStrings &) = delete;
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GameStrings &operator=(GameStrings &&) = delete;
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};
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#endif /* GAME_TEXT_HPP */
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