Files
@ r23191:4aff51e78ee5
Branch filter:
Location: cpp/openttd-patchpack/source/src/game/game_text.cpp
r23191:4aff51e78ee5
10.1 KiB
text/x-c
Add: generate_widget.vbs to allow script_window.hpp enums generation for users unable to run bash/gawk scripts
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 | /* $Id$ */
/*
* 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.cpp Implementation of handling translated strings. */
#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"
void CDECL strgen_warning(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
DEBUG(script, 0, "%s:%d: warning: %s", _file, _cur_line, buf);
_warnings++;
}
void CDECL strgen_error(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
DEBUG(script, 0, "%s:%d: error: %s", _file, _cur_line, buf);
_errors++;
}
void NORETURN CDECL strgen_fatal(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
DEBUG(script, 0, "%s:%d: FATAL: %s", _file, _cur_line, buf);
throw std::exception();
}
/**
* Create a new container for language strings.
* @param language The language name.
* @param end If not NULL, terminate \a language at this position.
*/
LanguageStrings::LanguageStrings(const char *language, const char *end)
{
this->language = stredup(language, end != NULL ? end - 1 : NULL);
}
/** Free everything. */
LanguageStrings::~LanguageStrings()
{
free(this->language);
}
/**
* Read all the raw language strings from the given file.
* @param file The file to read from.
* @return The raw strings, or NULL upon error.
*/
LanguageStrings *ReadRawLanguageStrings(const char *file)
{
LanguageStrings *ret = NULL;
FILE *fh = NULL;
try {
size_t to_read;
fh = FioFOpenFile(file, "rb", GAME_DIR, &to_read);
if (fh == NULL) {
return NULL;
}
const char *langname = strrchr(file, PATHSEPCHAR);
if (langname == NULL) {
langname = file;
} else {
langname++;
}
/* Check for invalid empty filename */
if (*langname == '.' || *langname == 0) {
fclose(fh);
return NULL;
}
ret = new LanguageStrings(langname, strchr(langname, '.'));
char buffer[2048];
while (to_read != 0 && fgets(buffer, sizeof(buffer), fh) != NULL) {
size_t len = strlen(buffer);
/* Remove trailing spaces/newlines from the string. */
size_t i = len;
while (i > 0 && (buffer[i - 1] == '\r' || buffer[i - 1] == '\n' || buffer[i - 1] == ' ')) i--;
buffer[i] = '\0';
*ret->lines.Append() = stredup(buffer, buffer + to_read - 1);
if (len > to_read) {
to_read = 0;
} else {
to_read -= len;
}
}
fclose(fh);
return ret;
} catch (...) {
if (fh != NULL) fclose(fh);
delete ret;
return NULL;
}
}
/** A reader that simply reads using fopen. */
struct StringListReader : StringReader {
const char * const *p; ///< The current location of the iteration.
const char * const *end; ///< The end of the iteration.
/**
* Create the reader.
* @param data The data to fill during reading.
* @param strings The language strings we are reading.
* @param master Are we reading the master file?
* @param translation Are we reading a translation?
*/
StringListReader(StringData &data, const LanguageStrings *strings, bool master, bool translation) :
StringReader(data, strings->language, master, translation), p(strings->lines.Begin()), end(strings->lines.End())
{
}
/* virtual */ char *ReadLine(char *buffer, const char *last)
{
if (this->p == this->end) return NULL;
strecpy(buffer, *this->p, last);
this->p++;
return buffer;
}
};
/** Class for writing an encoded language. */
struct TranslationWriter : LanguageWriter {
StringList *strings; ///< The encoded strings.
/**
* Writer for the encoded data.
* @param strings The string table to add the strings to.
*/
TranslationWriter(StringList *strings) : strings(strings)
{
}
void WriteHeader(const LanguagePackHeader *header)
{
/* We don't use the header. */
}
void Finalise()
{
/* Nothing to do. */
}
void WriteLength(uint length)
{
/* We don't write the length. */
}
void Write(const byte *buffer, size_t length)
{
char *dest = MallocT<char>(length + 1);
memcpy(dest, buffer, length);
dest[length] = '\0';
*this->strings->Append() = dest;
}
};
/** Class for writing the string IDs. */
struct StringNameWriter : HeaderWriter {
StringList *strings; ///< The string names.
/**
* Writer for the string names.
* @param strings The string table to add the strings to.
*/
StringNameWriter(StringList *strings) : strings(strings)
{
}
void WriteStringID(const char *name, int stringid)
{
if (stringid == (int)this->strings->Length()) *this->strings->Append() = stredup(name);
}
void Finalise(const StringData &data)
{
/* Nothing to do. */
}
};
/**
* Scanner to find language files in a GameScript directory.
*/
class LanguageScanner : protected FileScanner {
private:
GameStrings *gs;
char *exclude;
public:
/** Initialise */
LanguageScanner(GameStrings *gs, const char *exclude) : gs(gs), exclude(stredup(exclude)) {}
~LanguageScanner() { free(exclude); }
/**
* Scan.
*/
void Scan(const char *directory)
{
this->FileScanner::Scan(".txt", directory, false);
}
/* virtual */ bool AddFile(const char *filename, size_t basepath_length, const char *tar_filename)
{
if (strcmp(filename, exclude) == 0) return true;
*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);
return true;
}
};
/**
* Load all translations that we know of.
* @return Container with all (compiled) translations.
*/
GameStrings *LoadTranslations()
{
const GameInfo *info = Game::GetInfo();
char filename[512];
strecpy(filename, info->GetMainScript(), lastof(filename));
char *e = strrchr(filename, PATHSEPCHAR);
if (e == NULL) return NULL;
e++; // Make 'e' point after the PATHSEPCHAR
strecpy(e, "lang" PATHSEP "english.txt", lastof(filename));
if (!FioCheckFileExists(filename, GAME_DIR)) return NULL;
GameStrings *gs = new GameStrings();
try {
*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);
/* Scan for other language files */
LanguageScanner scanner(gs, filename);
strecpy(e, "lang" PATHSEP, lastof(filename));
size_t len = strlen(filename);
const char *tar_filename = info->GetTarFile();
TarList::iterator iter;
if (tar_filename != NULL && (iter = _tar_list[GAME_DIR].find(tar_filename)) != _tar_list[GAME_DIR].end()) {
/* The main script is in a tar file, so find all files that
* are in the same tar and add them to the langfile scanner. */
TarFileList::iterator tar;
FOR_ALL_TARS(tar, GAME_DIR) {
/* Not in the same tar. */
if (tar->second.tar_filename != iter->first) continue;
/* Check the path and extension. */
if (tar->first.size() <= len || tar->first.compare(0, len, filename) != 0) continue;
if (tar->first.compare(tar->first.size() - 4, 4, ".txt") != 0) continue;
scanner.AddFile(tar->first.c_str(), 0, tar_filename);
}
} else {
/* Scan filesystem */
scanner.Scan(filename);
}
gs->Compile();
return gs;
} catch (...) {
delete gs;
return NULL;
}
}
/** Compile the language. */
void GameStrings::Compile()
{
StringData data(1);
StringListReader master_reader(data, this->raw_strings[0], true, false);
master_reader.ParseFile();
if (_errors != 0) throw std::exception();
this->version = data.Version();
StringNameWriter id_writer(&this->string_names);
id_writer.WriteHeader(data);
for (LanguageStrings **p = this->raw_strings.Begin(); p != this->raw_strings.End(); p++) {
data.FreeTranslation();
StringListReader translation_reader(data, *p, false, strcmp((*p)->language, "english") != 0);
translation_reader.ParseFile();
if (_errors != 0) throw std::exception();
LanguageStrings *compiled = *this->compiled_strings.Append() = new LanguageStrings((*p)->language);
TranslationWriter writer(&compiled->lines);
writer.WriteLang(data);
}
}
/** The currently loaded game strings. */
GameStrings *_current_data = NULL;
/**
* Get the string pointer of a particular game string.
* @param id The ID of the game string.
* @return The encoded string.
*/
const char *GetGameStringPtr(uint id)
{
if (id >= _current_data->cur_language->lines.Length()) return GetStringPtr(STR_UNDEFINED);
return _current_data->cur_language->lines[id];
}
/**
* Register the current translation to the Squirrel engine.
* @param engine The engine to update/
*/
void RegisterGameTranslation(Squirrel *engine)
{
delete _current_data;
_current_data = LoadTranslations();
if (_current_data == NULL) return;
HSQUIRRELVM vm = engine->GetVM();
sq_pushroottable(vm);
sq_pushstring(vm, "GSText", -1);
if (SQ_FAILED(sq_get(vm, -2))) return;
int idx = 0;
for (const char * const *p = _current_data->string_names.Begin(); p != _current_data->string_names.End(); p++, idx++) {
sq_pushstring(vm, *p, -1);
sq_pushinteger(vm, idx);
sq_rawset(vm, -3);
}
sq_pop(vm, 2);
ReconsiderGameScriptLanguage();
}
/**
* Reconsider the game script language, so we use the right one.
*/
void ReconsiderGameScriptLanguage()
{
if (_current_data == NULL) return;
char temp[MAX_PATH];
strecpy(temp, _current_language->file, lastof(temp));
/* Remove the extension */
char *l = strrchr(temp, '.');
assert(l != NULL);
*l = '\0';
/* Skip the path */
char *language = strrchr(temp, PATHSEPCHAR);
assert(language != NULL);
language++;
for (LanguageStrings **p = _current_data->compiled_strings.Begin(); p != _current_data->compiled_strings.End(); p++) {
if (strcmp((*p)->language, language) == 0) {
_current_data->cur_language = *p;
return;
}
}
_current_data->cur_language = _current_data->compiled_strings[0];
}
|