(svn r23634) -Add: support language files for GameScript (Rubidium)

This commit is contained in:
truebrain 2011-12-19 21:05:46 +00:00
parent 9b6b2cabc1
commit 2ae87e7213
13 changed files with 593 additions and 0 deletions

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@ -358,6 +358,7 @@
<ClCompile Include="..\src\sprite.cpp" />
<ClCompile Include="..\src\spritecache.cpp" />
<ClCompile Include="..\src\station.cpp" />
<ClCompile Include="..\src\strgen\strgen_base.cpp" />
<ClCompile Include="..\src\string.cpp" />
<ClCompile Include="..\src\strings.cpp" />
<ClCompile Include="..\src\subsidy.cpp" />
@ -560,6 +561,7 @@
<ClInclude Include="..\src\station_type.h" />
<ClInclude Include="..\src\statusbar_gui.h" />
<ClInclude Include="..\src\stdafx.h" />
<ClInclude Include="..\src\strgen\strgen.h" />
<ClInclude Include="..\src\string_func.h" />
<ClInclude Include="..\src\string_type.h" />
<ClInclude Include="..\src\strings_func.h" />
@ -931,6 +933,8 @@
<ClInclude Include="..\src\game\game_instance.hpp" />
<ClCompile Include="..\src\game\game_scanner.cpp" />
<ClInclude Include="..\src\game\game_scanner.hpp" />
<ClCompile Include="..\src\game\game_text.cpp" />
<ClInclude Include="..\src\game\game_text.hpp" />
<ClInclude Include="..\src\script\api\script_accounting.hpp" />
<ClInclude Include="..\src\script\api\script_admin.hpp" />
<ClInclude Include="..\src\script\api\script_airport.hpp" />

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@ -303,6 +303,9 @@
<ClCompile Include="..\src\station.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\strgen\strgen_base.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\string.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -909,6 +912,9 @@
<ClInclude Include="..\src\stdafx.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\src\strgen\strgen.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\src\string_func.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -2022,6 +2028,12 @@
<ClInclude Include="..\src\game\game_scanner.hpp">
<Filter>Game Core</Filter>
</ClInclude>
<ClCompile Include="..\src\game\game_text.cpp">
<Filter>Game Core</Filter>
</ClCompile>
<ClInclude Include="..\src\game\game_text.hpp">
<Filter>Game Core</Filter>
</ClInclude>
<ClInclude Include="..\src\script\api\script_accounting.hpp">
<Filter>Script API</Filter>
</ClInclude>

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@ -702,6 +702,10 @@
RelativePath=".\..\src\station.cpp"
>
</File>
<File
RelativePath=".\..\src\strgen\strgen_base.cpp"
>
</File>
<File
RelativePath=".\..\src\string.cpp"
>
@ -1514,6 +1518,10 @@
RelativePath=".\..\src\stdafx.h"
>
</File>
<File
RelativePath=".\..\src\strgen\strgen.h"
>
</File>
<File
RelativePath=".\..\src\string_func.h"
>
@ -3054,6 +3062,14 @@
RelativePath=".\..\src\game\game_scanner.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_text.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_text.hpp"
>
</File>
</Filter>
<Filter
Name="Script API"

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@ -699,6 +699,10 @@
RelativePath=".\..\src\station.cpp"
>
</File>
<File
RelativePath=".\..\src\strgen\strgen_base.cpp"
>
</File>
<File
RelativePath=".\..\src\string.cpp"
>
@ -1511,6 +1515,10 @@
RelativePath=".\..\src\stdafx.h"
>
</File>
<File
RelativePath=".\..\src\strgen\strgen.h"
>
</File>
<File
RelativePath=".\..\src\string_func.h"
>
@ -3051,6 +3059,14 @@
RelativePath=".\..\src\game\game_scanner.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_text.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_text.hpp"
>
</File>
</Filter>
<Filter
Name="Script API"

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@ -68,6 +68,7 @@ sound.cpp
sprite.cpp
spritecache.cpp
station.cpp
strgen/strgen_base.cpp
string.cpp
strings.cpp
subsidy.cpp
@ -293,6 +294,7 @@ station_gui.h
station_type.h
statusbar_gui.h
stdafx.h
strgen/strgen.h
string_func.h
string_type.h
strings_func.h
@ -707,6 +709,8 @@ game/game_instance.cpp
game/game_instance.hpp
game/game_scanner.cpp
game/game_scanner.hpp
game/game_text.cpp
game/game_text.hpp
# Script API
script/api/script_accounting.hpp

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@ -326,6 +326,37 @@ public:
}
};
/**
* Simple vector template class, with automatic delete.
*
* @note There are no asserts in the class so you have
* to care about that you grab an item which is
* inside the list.
*
* @param T The type of the items stored, must be a pointer
* @param S The steps of allocation
*/
template <typename T, uint S>
class AutoDeleteSmallVector : public SmallVector<T, S> {
public:
~AutoDeleteSmallVector()
{
this->Clear();
}
/**
* Remove all items from the list.
*/
FORCEINLINE void Clear()
{
for (uint i = 0; i < this->items; i++) {
delete this->data[i];
}
this->items = 0;
}
};
typedef AutoFreeSmallVector<char*, 4> StringList; ///< Type for a list of strings.
#endif /* SMALLVEC_TYPE_HPP */

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@ -91,6 +91,11 @@ public:
*/
static class GameInstance *GetInstance() { return Game::instance; }
/**
* Get the current active mainscript.
*/
static const char *GetMainScript();
#if defined(ENABLE_NETWORK)
/** Wrapper function for GameScanner::HasGame */
static bool HasGame(const struct ContentInfo *ci, bool md5sum);

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@ -22,6 +22,7 @@
#include "game_scanner.hpp"
#include "game_config.hpp"
#include "game_instance.hpp"
#include "game_info.hpp"
/* static */ uint Game::frame_counter = 0;
/* static */ GameInfo *Game::info = NULL;
@ -29,6 +30,11 @@
/* static */ GameScannerInfo *Game::scanner_info = NULL;
/* static */ GameScannerLibrary *Game::scanner_library = NULL;
/* static */ const char *Game::GetMainScript()
{
return Game::info->GetMainScript();
}
/* static */ void Game::GameLoop()
{
if (_networking && !_network_server) return;

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@ -19,6 +19,7 @@
#include "game_config.hpp"
#include "game_info.hpp"
#include "game_instance.hpp"
#include "game_text.hpp"
#include "game.hpp"
/* Convert all Game related classes to Squirrel data.
@ -180,6 +181,7 @@ void GameInstance::RegisterAPI()
SQGSWaypointList_Vehicle_Register(this->engine);
SQGSWindow_Register(this->engine);
RegisterGameTranslation(this->engine);
}
int GameInstance::GetSetting(const char *name)

384
src/game/game_text.cpp Normal file
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@ -0,0 +1,384 @@
/* $Id$ */
/*
* 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 "../language.h"
#include "../strgen/strgen.h"
#include "../debug.h"
#include "../fileio_func.h"
#include "../script/squirrel_class.hpp"
#include "../strings_func.h"
#include "game_text.hpp"
#include "game.hpp"
#include "table/strings.h"
#include <exception>
#include <stdarg.h>
void CDECL strgen_warning(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vsnprintf(buf, lengthof(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);
vsnprintf(buf, lengthof(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);
vsnprintf(buf, lengthof(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.
*/
LanguageStrings::LanguageStrings(const char *language)
{
const char *p = strrchr(language, PATHSEPCHAR);
if (p == NULL) {
p = language;
} else {
p++;
}
const char *e = strchr(p, '.');
this->language = e == NULL ? strdup(p) : strndup(p, e - p);
}
/** 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;
try {
size_t to_read;
FILE *fh = FioFOpenFile(file, "rb", GAME_DIR, &to_read);
if (fh == NULL) {
return NULL;
}
ret = new LanguageStrings(file);
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() = strndup(buffer, to_read);
if (len > to_read) {
to_read = 0;
} else {
to_read -= len;
}
}
return ret;
} catch (...) {
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 file The file 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, size_t size)
{
if (this->p == this->end) return NULL;
strncpy(buffer, *this->p, size);
this->p++;
return buffer;
}
/* virtual */ void HandlePragma(char *str)
{
strgen_fatal("unknown pragma '%s'", str);
}
};
/** 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)
{
*this->strings->Append() = strndup((const char*)buffer, length);
}
};
/** 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() = strdup(name);
}
void Finalise(const StringData &data)
{
/* Nothing to do. */
}
};
static void GetBasePath(char *buffer, size_t length)
{
strecpy(buffer, Game::GetMainScript(), buffer + length);
char *s = strrchr(buffer, PATHSEPCHAR);
if (s != NULL) {
/* Keep the PATHSEPCHAR there, remove the rest */
s++;
*s = '\0';
}
/* Tars dislike opening files with '/' on Windows.. so convert it to '\\' */
#if (PATHSEPCHAR != '/')
for (char *n = buffer; *n != '\0'; n++) if (*n == '/') *n = PATHSEPCHAR;
#endif
}
/**
* 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(strdup(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()
{
GameStrings *gs = new GameStrings();
try {
char filename[512];
GetBasePath(filename, sizeof(filename));
char *e = filename + strlen(filename);
seprintf(e, filename + sizeof(filename), "lang" PATHSEP "english.txt");
if (!FioCheckFileExists(filename, GAME_DIR)) throw std::exception();
*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);
/* Scan for other language files */
LanguageScanner scanner(gs, filename);
strecpy(e, "lang" PATHSEP, filename + sizeof(filename));
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, _SC("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, OTTD2SQ(*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, temp + sizeof(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];
}

45
src/game/game_text.hpp Normal file
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@ -0,0 +1,45 @@
/* $Id$ */
/*
* 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.hpp Base functions regarding game texts. */
#ifndef GAME_TEXT_HPP
#define GAME_TEXT_HPP
#include "../core/smallvec_type.hpp"
/** The tab we place our strings in. */
static const uint GAME_TEXT_TAB = 18;
const char *GetGameStringPtr(uint id);
void RegisterGameTranslation(class Squirrel *engine);
void ReconsiderGameScriptLanguage();
/** Container for the raw (unencoded) language strings of a language. */
struct LanguageStrings {
const char *language; ///< Name of the language (base filename).
StringList lines; ///< The lines of the file to pass into the parser/encoder.
LanguageStrings(const char *language);
~LanguageStrings();
};
/** Container for all the game strings. */
struct GameStrings {
uint version; ///< The version of the language strings.
LanguageStrings *cur_language; ///< The current (compiled) language.
AutoDeleteSmallVector<LanguageStrings *, 4> raw_strings; ///< The raw strings per language, first must be English/the master language!.
AutoDeleteSmallVector<LanguageStrings *, 4> 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();
};
#endif /* GAME_TEXT_HPP */

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@ -19,6 +19,7 @@
#include "../game/game_config.hpp"
#include "../network/network.h"
#include "../game/game_instance.hpp"
#include "../game/game_text.hpp"
static char _game_saveload_name[64];
static int _game_saveload_version;
@ -111,6 +112,67 @@ static void Save_GSDT()
SlAutolength((AutolengthProc *)SaveReal_GSDT, NULL);
}
extern GameStrings *_current_data;
static const char *_game_saveload_string;
static uint _game_saveload_strings;
static const SaveLoad _game_language_header[] = {
SLEG_STR(_game_saveload_string, SLE_STR),
SLEG_VAR(_game_saveload_strings, SLE_UINT32),
SLE_END()
};
static const SaveLoad _game_language_string[] = {
SLEG_STR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
SLE_END()
};
static void SaveReal_GSTR(LanguageStrings *ls)
{
_game_saveload_string = ls->language;
_game_saveload_strings = ls->lines.Length();
SlObject(NULL, _game_language_header);
for (uint i = 0; i < _game_saveload_strings; i++) {
_game_saveload_string = ls->lines[i];
SlObject(NULL, _game_language_string);
}
}
static void Load_GSTR()
{
delete _current_data;
_current_data = new GameStrings();
while (SlIterateArray() != -1) {
_game_saveload_string = NULL;
SlObject(NULL, _game_language_header);
LanguageStrings *ls = new LanguageStrings(_game_saveload_string);
for (uint i = 0; i < _game_saveload_strings; i++) {
SlObject(NULL, _game_language_string);
*ls->lines.Append() = strdup(_game_saveload_string);
}
*_current_data->raw_strings.Append() = ls;
}
_current_data->Compile();
ReconsiderGameScriptLanguage();
}
static void Save_GSTR()
{
if (_current_data == NULL) return;
for (uint i = 0; i < _current_data->raw_strings.Length(); i++) {
SlSetArrayIndex(i);
SlAutolength((AutolengthProc *)SaveReal_GSTR, _current_data->raw_strings[i]);
}
}
extern const ChunkHandler _game_chunk_handlers[] = {
{ 'GSTR', Save_GSTR, Load_GSTR, NULL, NULL, CH_ARRAY },
{ 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
};

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@ -38,6 +38,7 @@
#include "smallmap_gui.h"
#include "window_func.h"
#include "debug.h"
#include "game/game_text.hpp"
#include <stack>
#include "table/strings.h"
@ -140,6 +141,7 @@ static bool _keep_gender_data = false; ///< Should we retain the gender data in
const char *GetStringPtr(StringID string)
{
switch (GB(string, TAB_COUNT_OFFSET, TAB_COUNT_BITS)) {
case GAME_TEXT_TAB: return GetGameStringPtr(GB(string, TAB_SIZE_OFFSET, TAB_SIZE_BITS));
/* GetGRFStringPtr doesn't handle 0xD4xx ids, we need to convert those to 0xD0xx. */
case 26: return GetStringPtr(GetGRFStringID(0, 0xD000 + GB(string, TAB_SIZE_OFFSET, 10)));
case 28: return GetGRFStringPtr(GB(string, TAB_SIZE_OFFSET, TAB_SIZE_BITS));
@ -182,6 +184,9 @@ char *GetStringWithArgs(char *buffr, StringID string, StringParameters *args, co
/* Old table for custom names. This is no longer used */
error("Incorrect conversion of custom name string.");
case GAME_TEXT_TAB:
return FormatString(buffr, GetGameStringPtr(index), args, last, case_index);
case 26:
/* Include string within newgrf text (format code 81) */
if (HasBit(index, 10)) {
@ -1611,6 +1616,7 @@ bool ReadLanguagePack(const LanguageMetadata *lang)
#endif /* WITH_ICU */
/* Some lists need to be sorted again after a language change. */
ReconsiderGameScriptLanguage();
InitializeSortedCargoSpecs();
SortIndustryTypes();
BuildIndustriesLegend();