// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2008 MartiƱo Figueroa // // You can redistribute this code and/or modify it under // the terms of the GNU General Public License as published // by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version // ============================================================== #ifndef _GLEST_GAME_LANG_H_ #define _GLEST_GAME_LANG_H_ #ifdef WIN32 #include #include #endif #include "properties.h" #include "leak_dumper.h" namespace Glest{ namespace Game{ using Shared::Util::Properties; // ===================================================== // class Lang // // String table // ===================================================== class Lang { private: bool is_utf8_language; string language; std::map gameStringsAllLanguages; Properties scenarioStrings; Properties tilesetStrings; Properties tilesetStringsDefault; std::map > techTreeStringsAllLanguages; string techNameLoaded; bool allowNativeLanguageTechtree; private: Lang(); void loadGameStringProperties(string language, Properties &properties, bool fileMustExist,bool fallbackToDefault=false); bool fileMatchesISO630Code(string uselanguage, string testLanguageFile); string getNativeLanguageName(string uselanguage, string testLanguageFile); string parseResult(const string &key, const string &value); public: static Lang &getInstance(); string getTechNameLoaded() const { return techNameLoaded; } bool getAllowNativeLanguageTechtree() const { return allowNativeLanguageTechtree; } void setAllowNativeLanguageTechtree(bool value) { allowNativeLanguageTechtree = value; } void loadGameStrings(string uselanguage, bool loadFonts=true, bool fallbackToDefault=false); void loadScenarioStrings(string scenarioDir, string scenarioName, bool isTutorial); bool loadTechTreeStrings(string techTree, bool forceLoad=false); void loadTilesetStrings(string tileset); string getString(const string &s,string uselanguage="", bool fallbackToDefault=false); bool hasString(const string &s, string uselanguage="", bool fallbackToDefault=false); string getScenarioString(const string &s); bool hasScenarioString(const string &s); string getTechTreeString(const string &s, const char *defaultValue=NULL); string getTilesetString(const string &s, const char *defaultValue=NULL); string getLanguage() const { return language; } bool isLanguageLocal(string compareLanguage) const; bool isUTF8Language() const; string getDefaultLanguage() const; map getDiscoveredLanguageList(bool searchKeyIsLangName=false); pair getNavtiveNameFromLanguageName(string langName); string getLanguageFile(string uselanguage); }; }}//end namespace #endif