OpenTTD
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Implementation of handling translated strings. More...
#include "../stdafx.h"
#include "../strgen/strgen.h"
#include "../debug.h"
#include "../fileio_func.h"
#include "../tar_type.h"
#include "../script/squirrel_class.hpp"
#include "../strings_func.h"
#include "game_text.hpp"
#include "game.hpp"
#include "game_info.hpp"
#include "table/strings.h"
#include <stdarg.h>
#include "../safeguards.h"
Go to the source code of this file.
Data Structures | |
struct | StringListReader |
A reader that simply reads using fopen. More... | |
struct | TranslationWriter |
Class for writing an encoded language. More... | |
struct | StringNameWriter |
Class for writing the string IDs. More... | |
class | LanguageScanner |
Scanner to find language files in a GameScript directory. More... |
Functions | |
void CDECL | strgen_warning (const char *s,...) |
void CDECL | strgen_error (const char *s,...) |
void NORETURN CDECL | strgen_fatal (const char *s,...) |
LanguageStrings * | ReadRawLanguageStrings (const char *file) |
Read all the raw language strings from the given file. | |
GameStrings * | LoadTranslations () |
Load all translations that we know of. | |
const char * | GetGameStringPtr (uint id) |
Get the string pointer of a particular game string. | |
void | RegisterGameTranslation (Squirrel *engine) |
Register the current translation to the Squirrel engine. | |
void | ReconsiderGameScriptLanguage () |
Reconsider the game script language, so we use the right one. |
Variables | |
GameStrings * | _current_data = NULL |
The currently loaded game strings. |
Implementation of handling translated strings.
Definition in file game_text.cpp.
const char* GetGameStringPtr | ( | uint | id | ) |
Get the string pointer of a particular game string.
id | The ID of the game string. |
Definition at line 341 of file game_text.cpp.
References GameStrings::cur_language, SmallVector< T, S >::Length(), and LanguageStrings::lines.
Referenced by GetStringWithArgs().
GameStrings* LoadTranslations | ( | ) |
Load all translations that we know of.
Definition at line 258 of file game_text.cpp.
References LanguageScanner::AddFile(), SmallVector< T, S >::Append(), GameStrings::Compile(), FioCheckFileExists(), GAME_DIR, Game::GetInfo(), ScriptInfo::GetMainScript(), ScriptInfo::GetTarFile(), lastof, GameStrings::raw_strings, ReadRawLanguageStrings(), LanguageScanner::Scan(), and strecpy().
Referenced by RegisterGameTranslation().
LanguageStrings* ReadRawLanguageStrings | ( | const char * | file | ) |
Read all the raw language strings from the given file.
file | The file to read from. |
Definition at line 83 of file game_text.cpp.
References SmallVector< T, S >::Append(), FioFOpenFile(), GAME_DIR, LanguageStrings::lines, and stredup().
Referenced by LanguageScanner::AddFile(), and LoadTranslations().
void RegisterGameTranslation | ( | Squirrel * | engine | ) |
Register the current translation to the Squirrel engine.
engine | The engine to update/ |
Definition at line 351 of file game_text.cpp.
References _current_data, SmallVector< T, S >::Begin(), SmallVector< T, S >::End(), Squirrel::GetVM(), LoadTranslations(), ReconsiderGameScriptLanguage(), and GameStrings::string_names.
GameStrings* _current_data = NULL |
The currently loaded game strings.
Definition at line 334 of file game_text.cpp.
Referenced by RegisterGameTranslation().