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OpenTTD/src/game/game_text.hpp
Jonathan G Rennison 63f1c2aa3a Codechange: Use TypedIndexContainer for typed index containers
Instead of ReferenceThroughBaseContainer
2025-06-12 18:50:49 +01:00

73 lines
2.9 KiB
C++

/*
* 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 "../string_type.h"
#include "../strings_type.h"
struct StringParam {
enum ParamType : uint8_t {
UNUSED,
RAW_STRING,
STRING,
OTHER
};
ParamType type;
uint8_t consumes;
std::string_view cmd;
StringParam(ParamType type, uint8_t consumes, std::string_view cmd = {}) : type(type), consumes(consumes), cmd(cmd) {}
};
using StringParams = std::vector<StringParam>;
using StringParamsList = std::vector<StringParams>;
std::string_view GetGameStringPtr(StringIndexInTab id);
const StringParams &GetGameStringParams(StringIndexInTab id);
const std::string &GetGameStringName(StringIndexInTab id);
void RegisterGameTranslation(class Squirrel &engine);
void ReconsiderGameScriptLanguage();
/** Container for the raw (unencoded) language strings of a language. */
struct LanguageStrings {
std::string language; ///< Name of the language (base filename). Empty string if invalid.
TypedIndexContainer<StringList, StringIndexInTab> lines; ///< The lines of the file to pass into the parser/encoder.
LanguageStrings() {}
LanguageStrings(const std::string &lang) : language(lang) {}
LanguageStrings(const LanguageStrings &other) : language(other.language), lines(other.lines) {}
LanguageStrings(LanguageStrings &&other) : language(std::move(other.language)), lines(std::move(other.lines)) {}
bool IsValid() const { return !this->language.empty(); }
};
/** Container for all the game strings. */
struct GameStrings {
uint version; ///< The version of the language strings.
LanguageStrings *cur_language; ///< The current (compiled) language.
std::vector<LanguageStrings> raw_strings; ///< The raw strings per language, first must be English/the master language!.
std::vector<LanguageStrings> compiled_strings; ///< The compiled strings per language, first must be English/the master language!.
TypedIndexContainer<StringList, StringIndexInTab> string_names; ///< The names of the compiled strings.
TypedIndexContainer<StringParamsList, StringIndexInTab> string_params; ///< The parameters for the strings.
void Compile();
GameStrings() = default;
GameStrings(const GameStrings &) = delete;
GameStrings(GameStrings &&) = delete;
GameStrings &operator=(const GameStrings &) = delete;
GameStrings &operator=(GameStrings &&) = delete;
};
#endif /* GAME_TEXT_HPP */