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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////
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//
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// pfLocalizationDataMgr - singleton class for managing the
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// localization XML data tree
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//
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//////////////////////////////////////////////////////////////////////
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#ifndef _pfLocalizationDataMgr_h
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#define _pfLocalizationDataMgr_h
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#include "HeadSpin.h"
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#include <map>
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#include "pfLocalizedString.h"
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class plStatusLog;
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class plString;
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// Helper classes/structs that are only used in this main class
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class LocalizationDatabase;
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struct LocElementInfo;
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struct LocSetInfo;
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struct LocAgeInfo;
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// Temporary helper (until everything is plString-ized)
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typedef std::vector<std::wstring> WStringVector;
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class pfLocalizationDataMgr
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{
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private:
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static pfLocalizationDataMgr* fInstance;
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static plStatusLog* fLog;
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protected:
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// This is a special case map class that will deconstruct the "Age.Set.Name" key into component parts
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// and store them so that a list of each part given it's parent part is easy to grab. I.e. I can grab
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// a list of all age names, a list of all set names (given age name) and a set of all names (given
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// age and set names)
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template<class mapT>
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class pf3PartMap
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{
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protected:
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// Outer map is Age, then Set, finally Name
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typedef std::map<plString, std::map<plString, std::map<plString, mapT> > > ThreePartMap;
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ThreePartMap fData;
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void ISplitString(plString key, plString &age, plString &set, plString &name);
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public:
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// We will just have very basic functionality
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bool exists(const plString & key); // returns true if the key exists
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bool setExists(const plString & key); // returns true if the age.set exists (ignores name if passed in)
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void erase(const plString & key); // erases the key from the map
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mapT &operator[](const plString &key); // returns the item referenced by the key (and creates if necessary)
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std::vector<plString> getAgeList(); // returns a list of all ages in this map
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std::vector<plString> getSetList(const plString & age); // returns a list of all sets in the specified age
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std::vector<plString> getNameList(const plString & age, const plString & set);
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};
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LocalizationDatabase *fDatabase;
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typedef std::map<plString, pfLocalizedString> localizedElement;
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// Contains all localized strings, the key is the Age.Set.Name specified by XML, in localizedElement, the key is the language string
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pf3PartMap<localizedElement> fLocalizedElements;
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plString fDataPath;
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localizedElement ICreateLocalizedElement(); // ease of use function that creates a basic localized element object
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plString IGetCurrentLanguageName(); // get the name of the current language
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std::vector<plString> IGetAllLanguageNames();
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void IConvertElement(LocElementInfo *elementInfo, const plString & curPath);
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void IConvertSet(LocSetInfo *setInfo, const plString & curPath);
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void IConvertAge(LocAgeInfo *ageInfo, const plString & curPath);
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void IWriteText(const plString & filename, const plString & ageName, const plString & languageName); // Write localization text to the specified file
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pfLocalizationDataMgr(const plString & path);
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public:
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virtual ~pfLocalizationDataMgr();
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static void Initialize(const plString & path);
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static void Shutdown();
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static pfLocalizationDataMgr &Instance(void) {return *fInstance;}
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static bool InstanceValid(void) {return fInstance != nil;}
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static plStatusLog* GetLog() { return fLog; }
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void SetupData();
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pfLocalizedString GetElement(const plString & name);
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pfLocalizedString GetSpecificElement(const plString & name, const plString & languageName);
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std::vector<plString> GetAgeList()
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{
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return fLocalizedElements.getAgeList();
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}
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std::vector<plString> GetSetList(const plString & ageName)
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{
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return fLocalizedElements.getSetList(ageName);
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}
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std::vector<plString> GetElementList(const plString & ageName, const plString & setName)
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{
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return fLocalizedElements.getNameList(ageName, setName);
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}
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std::vector<plString> GetLanguages(const plString & ageName, const plString & setName, const plString & elementName);
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plString GetElementXMLData(const plString & name, const plString & languageName);
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plString GetElementPlainTextData(const plString & name, const plString & languageName);
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// These convert the XML data to the actual subtitle and return true if successful (editor only)
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bool SetElementXMLData(const plString & name, const plString & languageName, const plString & xmlData);
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bool SetElementPlainTextData(const plString & name, const plString & languageName, const plString & plainText);
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// Addition and deletion functions, return true if successful (editor only)
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bool AddLocalization(const plString & name, const plString & newLanguage);
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bool AddElement(const plString & name);
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bool DeleteLocalization(const plString & name, const plString & languageName);
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bool DeleteElement(const plString & name);
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// Writes the current database to the disk (editor only). It will create all the files and put them into path
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void WriteDatabaseToDisk(const plString & path);
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void OutputTreeToLog(); // prints the localization tree to the log file
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};
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#endif
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