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Move localisation code to BBGE, and allow textures to be localised.

This commit is contained in:
fgenesis 2012-07-10 22:16:48 +02:00
parent b22ceb2aa0
commit 7b2fa39428
12 changed files with 174 additions and 153 deletions

View file

@ -1209,11 +1209,11 @@ void Continuity::loadSongBank()
songSlotNames.clear();
songBank.clear();
loadIntoSongBank(dsq->user.localisePath("data/songs.xml"));
loadIntoSongBank(localisePath("data/songs.xml"));
if (dsq->mod.isActive())
{
loadIntoSongBank(dsq->user.localisePath(dsq->mod.getPath() + "scripts/songs.xml", dsq->mod.getPath()));
loadIntoSongBank(localisePath(dsq->mod.getPath() + "scripts/songs.xml", dsq->mod.getPath()));
}
}
@ -3244,12 +3244,12 @@ void Continuity::reset()
loadIngredientDisplayNames("data/ingredientnames.txt");
std::string fname = dsq->user.localisePath("data/ingredientnames.txt");
std::string fname = localisePath("data/ingredientnames.txt");
loadIngredientDisplayNames(fname);
if(dsq->mod.isActive())
{
fname = dsq->user.localisePath(dsq->mod.getPath() + "ingredientnames.txt", dsq->mod.getPath());
fname = localisePath(dsq->mod.getPath() + "ingredientnames.txt", dsq->mod.getPath());
loadIngredientDisplayNames(fname);
}
@ -3260,13 +3260,13 @@ void Continuity::reset()
if(dsq->mod.isActive())
{
//load mod ingredients
fname = dsq->user.localisePath(dsq->mod.getPath() + "ingredients.txt", dsq->mod.getPath());
fname = localisePath(dsq->mod.getPath() + "ingredients.txt", dsq->mod.getPath());
loadIngredientData(fname);
}
//load ingredients for the main game
if(ingredientData.empty() && recipes.empty()) {
fname = dsq->user.localisePath("data/ingredients.txt");
fname = localisePath("data/ingredients.txt");
loadIngredientData(fname);
}

View file

@ -485,7 +485,7 @@ void DSQ::loadFonts()
destroyFonts();
std::string file = user.localisePath("data/font-small.glf");
std::string file = localisePath("data/font-small.glf");
font.load(file, 1, false);
font.fontTopColor = Vector(0.9,0.9,1);
@ -513,7 +513,7 @@ void DSQ::loadFonts()
goldFont.overrideTexture = core->addTexture("font");
file = user.localisePath("data/font.ttf");
file = localisePath("data/font.ttf");
debugLog("ttf...");
arialFontData = (unsigned char *)readFile(file, &arialFontDataSize);

View file

@ -7919,29 +7919,29 @@ void Game::toggleHelpScreen(bool on, const std::string &label)
// These say "Mac" but we use them on Linux, too.
#if defined(BBGE_BUILD_UNIX)
std::string fname = dsq->user.localisePath("data/help_header_mac.txt");
std::string fname = localisePath("data/help_header_mac.txt");
appendFileToString(data, fname);
#else
std::string fname = dsq->user.localisePath("data/help_header.txt");
std::string fname = localisePath("data/help_header.txt");
appendFileToString(data, fname);
#endif
if (dsq->continuity.hasSong(SONG_BIND)) {
fname = dsq->user.localisePath("data/help_bindsong.txt");
fname = localisePath("data/help_bindsong.txt");
appendFileToString(data, fname);
}
if (dsq->continuity.hasSong(SONG_ENERGYFORM)) {
fname = dsq->user.localisePath("data/help_energyform.txt");
fname = localisePath("data/help_energyform.txt");
appendFileToString(data, fname);
}
fname = dsq->user.localisePath("data/help_start.txt");
fname = localisePath("data/help_start.txt");
appendFileToString(data, fname);
// These say "Mac" but we use them on Linux, too.
#if defined(BBGE_BUILD_UNIX)
fname = dsq->user.localisePath("data/help_end_mac.txt");
fname = localisePath("data/help_end_mac.txt");
appendFileToString(data, fname);
#else
fname = dsq->user.localisePath("data/help_end.txt");
fname = localisePath("data/help_end.txt");
appendFileToString(data, fname);
#endif

View file

@ -174,7 +174,7 @@ void StatsAndAchievements::RunFrame()
VFILE *io = NULL;
// Get generic achievement data...
std::string fname = dsq->user.localisePath("data/achievements.txt");
std::string fname = localisePath("data/achievements.txt");
io = vfopen(fname.c_str(), "r");
char line[1024];
for (size_t i = 0; i < max_achievements; i++)

View file

@ -34,11 +34,11 @@ void StringBank::load()
_load(dsq->mod.getPath() + "stringbank.txt");
// Then, load localized ones. If some entries in these are missing, the default for each is taken.
std::string fname = dsq->user.localisePath("data/stringbank.txt");
std::string fname = localisePath("data/stringbank.txt");
_load(fname);
if (dsq->mod.isActive()) {
fname = dsq->user.localisePath(dsq->mod.getPath() + "stringbank.txt", dsq->mod.getPath());
fname = localisePath(dsq->mod.getPath() + "stringbank.txt", dsq->mod.getPath());
_load(fname);
}
}

View file

@ -46,7 +46,7 @@ void SubtitlePlayer::go(const std::string &subs)
if (dsq->mod.isActive())
{
f = dsq->mod.getPath() + "audio/" + subs + ".txt";
f = dsq->user.localisePath(f, dsq->mod.getPath());
f = localisePath(f, dsq->mod.getPath());
f = core->adjustFilenameCase(f);
if (exists(f))
checkAfter = false;
@ -55,7 +55,7 @@ void SubtitlePlayer::go(const std::string &subs)
if (checkAfter)
{
f = "scripts/vox/" + subs + ".txt";
f = dsq->user.localisePath(f);
f = localisePath(f);
f = core->adjustFilenameCase(f);
if (!exists(f))
{

View file

@ -28,31 +28,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "../ExternalLibs/tinyxml.h"
#endif
#ifdef BBGE_BUILD_WINDOWS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#ifdef BBGE_BUILD_UNIX
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#endif
#ifdef BBGE_BUILD_MACOSX
#include <Carbon/Carbon.h>
#include <CoreFoundation/CFLocale.h>
#include <CoreFoundation/CFString.h>
// veeery clunky.
static std::string _CFToStdString(CFStringRef cs)
{
char buf[1024];
CFStringGetCString(cs, &buf[0], 2048, kCFStringEncodingUTF8);
return &buf[0];
}
#endif
void UserSettings::save()
{
@ -560,11 +535,6 @@ void UserSettings::load(bool doApply, const std::string &overrideFile)
network.masterServer = serv;
}
if (system.locale.empty())
getSystemLocale();
else
debugLog("use user config locale: " + system.locale);
//clearInputCodeMap();
if (doApply)
@ -606,93 +576,18 @@ void UserSettings::apply()
core->settings.prebufferSounds = audio.prebuffer;
#endif
}
std::string UserSettings::localisePath(const std::string &path, const std::string &modpath)
{
if (system.locale.empty())
return path;
const std::string fname = path.substr(modpath.length());
/* we first try with complete locale name, i.e "locales/en_US/" */
std::string localisedPath = modpath + "locales/" + system.locale + "/" + fname;
if (exists(localisedPath.c_str()))
return localisedPath;
/* ok didn't work, let's retry with only language part of locale name, i.e "locales/en/" */
const size_t found = system.locale.find('_');
/* hmm, seems like we didn't have a full locale name anyway, use original path */
if (found == string::npos)
return path;
localisedPath = modpath + "locales/" + system.locale.substr(0,found) + "/" + fname;
/* hooray we found a file! */
if (exists(localisedPath.c_str()))
return localisedPath;
/* seems like we don't have a localized version of the file available, use original path */
return path;
}
void UserSettings::getSystemLocale()
{
system.isSystemLocale = true;
#ifdef BBGE_BUILD_WINDOWS
LCID lcid = GetThreadLocale();
char buf[100];
char ctry[100];
if (GetLocaleInfo(lcid, LOCALE_SISO639LANGNAME, buf, sizeof buf) != 0)
{
system.locale = buf;
if (GetLocaleInfo(lcid, LOCALE_SISO3166CTRYNAME, ctry, sizeof ctry) != 0)
{
system.locale += "_";
system.locale += ctry;
std::string loc = getSystemLocale();
debugLog("Using autodetected system locale: " + loc);
setUsedLocale(loc);
}
}
#elif BBGE_BUILD_MACOSX
CFLocaleRef locale = CFLocaleCopyCurrent();
CFStringRef buf;
if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleLanguageCode)) != NULL)
{
system.locale = _CFToStdString(buf);
CFRelease(buf);
if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleCountryCode)) != NULL)
{
system.locale += "_";
system.locale += _CFToStdString(buf);
CFRelease(buf);
}
}
CFRelease(locale);
#else
const char *lang = (const char *)getenv("LANG");
if (lang && *lang)
{
system.locale = lang;
size_t found = system.locale.find('.');
if (found != string::npos)
system.locale.resize(found);
}
#endif
if (system.locale.empty())
debugLog("could not establish system locale");
else
debugLog("use system locale: " + system.locale);
{
debugLog("Using user config locale: " + system.locale);
setUsedLocale(system.locale);
}
#endif
}

View file

@ -182,8 +182,4 @@ public:
void load(bool doApply=true, const std::string &overrideFile="");
void save();
void apply();
std::string localisePath(const std::string &path, const std::string &modpath="");
private:
void getSystemLocale();
};

View file

@ -39,6 +39,7 @@ BUILD_LINUX
#include "Flags.h"
//#include "Scripting.h"
#include "Effects.h"
#include "Localization.h"
#include "DarkLayer.h"

120
BBGE/Localization.cpp Normal file
View file

@ -0,0 +1,120 @@
#include "Localization.h"
#ifdef BBGE_BUILD_WINDOWS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#ifdef BBGE_BUILD_UNIX
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#endif
#ifdef BBGE_BUILD_MACOSX
#include <Carbon/Carbon.h>
#include <CoreFoundation/CFLocale.h>
#include <CoreFoundation/CFString.h>
// veeery clunky.
static std::string _CFToStdString(CFStringRef cs)
{
char buf[1024];
CFStringGetCString(cs, &buf[0], 2048, kCFStringEncodingUTF8);
return &buf[0];
}
#endif
static std::string s_locale;
void setUsedLocale(const std::string& s)
{
s_locale = s;
}
std::string localisePath(const std::string &path, const std::string &modpath /* = "" */)
{
if (s_locale.empty())
return path;
const std::string fname = path.substr(modpath.length());
/* we first try with complete locale name, i.e "locales/en_US/" */
std::string localisedPath = modpath + "locales/" + s_locale + "/" + fname;
if (exists(localisedPath.c_str()))
return localisedPath;
/* ok didn't work, let's retry with only language part of locale name, i.e "locales/en/" */
const size_t found = s_locale.find('_');
/* hmm, seems like we didn't have a full locale name anyway, use original path */
if (found == std::string::npos)
return path;
localisedPath = modpath + "locales/" + s_locale.substr(0,found) + "/" + fname;
/* hooray we found a file! */
if (exists(localisedPath.c_str()))
return localisedPath;
/* seems like we don't have a localized version of the file available, use original path */
return path;
}
std::string getSystemLocale()
{
std::string localeStr;
#ifdef BBGE_BUILD_WINDOWS
LCID lcid = GetThreadLocale();
char buf[100];
char ctry[100];
if (GetLocaleInfo(lcid, LOCALE_SISO639LANGNAME, buf, sizeof buf) != 0)
{
localeStr = buf;
if (GetLocaleInfo(lcid, LOCALE_SISO3166CTRYNAME, ctry, sizeof ctry) != 0)
{
localeStr += "_";
localeStr += ctry;
}
}
#elif BBGE_BUILD_MACOSX
CFLocaleRef locale = CFLocaleCopyCurrent();
CFStringRef buf;
if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleLanguageCode)) != NULL)
{
localeStr = _CFToStdString(buf);
CFRelease(buf);
if ((buf = (CFStringRef)CFLocaleGetValue(locale, kCFLocaleCountryCode)) != NULL)
{
system.locale += "_";
system.locale += _CFToStdString(buf);
CFRelease(buf);
}
}
CFRelease(locale);
#else
const char *lang = (const char *)getenv("LANG");
if (lang && *lang)
{
localeStr = lang;
size_t found = system.locale.find('.');
if (found != string::npos)
localeStr.resize(found);
}
#endif
return localeStr;
}

10
BBGE/Localization.h Normal file
View file

@ -0,0 +1,10 @@
#ifndef LOCALIZATION_H
#define LOCALIZATION_H
#include "Base.h"
void setUsedLocale(const std::string& s);
std::string localisePath(const std::string &path, const std::string &modpath = "");
std::string getSystemLocale();
#endif

View file

@ -281,9 +281,6 @@ void Texture::load(std::string file)
return;
}
stringToLowerUserData(file);
file = core->adjustFilenameCase(file);
loadName = file;
repeating = false;
@ -298,12 +295,12 @@ void Texture::load(std::string file)
pos = std::string::npos;
}
if (core->debugLogTextures)
/*if (core->debugLogTextures)
{
std::ostringstream os;
os << "pos [" << pos << "], file :" << file;
debugLog(os.str());
}
}*/
bool found = exists(file);
@ -318,6 +315,8 @@ void Texture::load(std::string file)
if (found)
{
file = localisePath(file);
/*
std::ostringstream os;
os << "Loading texture [" << file << "]";