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r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r24213:10613c2a6ba0 r24213:10613c2a6ba0 r18776:45400817a6df r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df r24213:10613c2a6ba0 r24213:10613c2a6ba0 r18776:45400817a6df r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r18776:45400817a6df r18776:45400817a6df r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r24213:10613c2a6ba0 r18776:45400817a6df r18776:45400817a6df r18776:45400817a6df | /*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file game_text.hpp Base functions regarding game texts. */
#ifndef GAME_TEXT_HPP
#define GAME_TEXT_HPP
#include "../core/smallvec_type.hpp"
const char *GetGameStringPtr(uint id);
void RegisterGameTranslation(class Squirrel *engine);
void ReconsiderGameScriptLanguage();
/** Container for the raw (unencoded) language strings of a language. */
struct LanguageStrings {
std::string language; ///< Name of the language (base filename). Empty string if invalid.
StringList lines; ///< The lines of the file to pass into the parser/encoder.
LanguageStrings() {}
LanguageStrings(const std::string &lang) : language(lang) {}
LanguageStrings(const LanguageStrings &other) : language(other.language), lines(other.lines) {}
LanguageStrings(LanguageStrings &&other) : language(std::move(other.language)), lines(std::move(other.lines)) {}
bool IsValid() const { return !this->language.empty(); }
};
/** Container for all the game strings. */
struct GameStrings {
uint version; ///< The version of the language strings.
LanguageStrings *cur_language; ///< The current (compiled) language.
std::vector<LanguageStrings> raw_strings; ///< The raw strings per language, first must be English/the master language!.
std::vector<LanguageStrings> compiled_strings; ///< The compiled strings per language, first must be English/the master language!.
StringList string_names; ///< The names of the compiled strings.
void Compile();
GameStrings() = default;
GameStrings(const GameStrings &) = delete;
GameStrings(GameStrings &&) = delete;
GameStrings &operator=(const GameStrings &) = delete;
GameStrings &operator=(GameStrings &&) = delete;
};
#endif /* GAME_TEXT_HPP */
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