122 lines
3.3 KiB
C++
122 lines
3.3 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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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, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include <string.h>
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#include "wrect.h" // need for cl_dll.h
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#include "cl_dll.h"
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#include "vgui_parser.h"
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#include "unicode_strtools.h"
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#define MAX_LOCALIZED_TITLES 2048
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struct locString
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{
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char toLocalize[256];
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char localizedString[2048];
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};
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locString gTitlesTXT[MAX_LOCALIZED_TITLES]; // for localized titles.txt strings
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//locString gCstrikeMsgs[1024]; // for another
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int giLastTitlesTXT = 0;
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const char* Localize( const char* string )
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{
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StripEndNewlineFromString( (char*)string );
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for( int i = 0; i < giLastTitlesTXT; ++i )
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{
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if( !stricmp(gTitlesTXT[i].toLocalize, string))
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return gTitlesTXT[i].localizedString;
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}
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// nothing was found
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return string;
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}
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void Localize_Init ()
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{
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char filename[64];
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const char *gamedir = gEngfuncs.pfnGetGameDirectory();
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snprintf( filename, 64, "%s/resource/%s_english.txt", gamedir, gamedir );
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#ifndef OPENBINARY
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FILE *wf = fopen( filename, "r" );
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#else
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FILE *wf = fopen( filename, "rb" );
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#endif
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if (!wf)
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{
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gEngfuncs.Con_Printf ("Couldn't open file %s. Strings will not be localized!.\n", filename);
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return;
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}
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fseek (wf, 0L, SEEK_END);
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int unicodeLength = ftell (wf);
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fseek (wf, 0L, SEEK_SET);
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uchar16 *unicodeBuf = new uchar16[unicodeLength];
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fread (unicodeBuf, 1, unicodeLength, wf);
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fclose (wf);
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unicodeBuf++;
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int ansiLength = unicodeLength / 2;
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char *afile = new char[ansiLength]; // save original pointer, so we can free it later
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char *pfile = afile;
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Q_UTF16ToUTF8 (unicodeBuf, afile, ansiLength, STRINGCONVERT_ASSERT_REPLACE);
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char token[2048];
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while (true)
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{
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if (giLastTitlesTXT > MAX_LOCALIZED_TITLES)
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{
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gEngfuncs.Con_Printf ("Too many localized titles.txt strings\n");
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break;
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}
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pfile = gEngfuncs.COM_ParseFile (pfile, token);
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if(!pfile) break;
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if (strlen (token) > 5)
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{
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strcpy (gTitlesTXT[giLastTitlesTXT].toLocalize, token);
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pfile = gEngfuncs.COM_ParseFile (pfile, gTitlesTXT[giLastTitlesTXT].localizedString);
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if(!pfile) break;
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giLastTitlesTXT++;
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}
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}
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delete [] --unicodeBuf;
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delete [] afile;
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}
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void Localize_Free( )
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{
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return;
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}
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