MegaGlest/source/glest_game/global/lang.h

92 lines
2.9 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño 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 <winsock2.h>
#include <winsock.h>
#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<string,Properties> gameStringsAllLanguages;
Properties scenarioStrings;
Properties tilesetStrings;
Properties tilesetStringsDefault;
std::map<string, std::map<string, Properties> > 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<string,string> getDiscoveredLanguageList(bool searchKeyIsLangName=false);
pair<string,string> getNavtiveNameFromLanguageName(string langName);
string getLanguageFile(string uselanguage);
};
}}//end namespace
#endif