mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
Replace mb strings with 16-bit char strings
The game indexes into the font map directly, it doesn't use any font encoding scheme like UTF-16. This corrects the behaviour and removes dependancy on iconv.
This commit is contained in:
parent
e449a25071
commit
67aa5150ca
@ -33,6 +33,7 @@ set(RWENGINE_SOURCES
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src/data/Chase.hpp
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src/data/CollisionModel.hpp
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src/data/CutsceneData.hpp
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src/data/GameTexts.cpp
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src/data/GameTexts.hpp
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src/data/InstanceData.hpp
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src/data/ObjectData.cpp
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10
rwengine/src/data/GameTexts.cpp
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10
rwengine/src/data/GameTexts.cpp
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@ -0,0 +1,10 @@
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#include "GameTexts.hpp"
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GameString GameStringUtil::fromString(const std::string& str)
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{
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GameString s;
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for (std::string::size_type i = 0u; i < str.size(); ++i) {
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s += str[i];
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}
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return s;
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}
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@ -3,21 +3,47 @@
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#include <string>
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#include <unordered_map>
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/**
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* Each GXT char is just a 16-bit index into the font map.
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*/
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using GameStringChar = uint16_t;
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/**
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* The game stores strings as 16-bit indexes into the font
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* texture, which is something simllar to ASCII.
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*/
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using GameString = std::basic_string<GameStringChar>;
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/**
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* GXT keys are just 8 single byte chars.
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* Keys are small so should be subject to SSO
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*/
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using GameStringKey = std::string;
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namespace GameStringUtil
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{
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/**
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* @brief fromString Converts a string to a GameString
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*
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* Encoding of GameStrings depends on the font, only simple ASCII chars will map well
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*/
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GameString fromString(const std::string& str);
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}
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class GameTexts
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{
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std::unordered_map<std::string, std::string> _textDB;
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using StringTable = std::unordered_map<GameStringKey, GameString>;
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StringTable m_strings;
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public:
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void addText(const std::string& id, const std::string& text) {
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_textDB.insert({ id, text });
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void addText(const GameStringKey& id, GameString&& text) {
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m_strings.emplace(id, text);
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}
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std::string text(const std::string& id) {
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auto a = _textDB.find(id);
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if( a != _textDB.end() ) {
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GameString text(const GameStringKey& id) {
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auto a = m_strings.find(id);
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if( a != m_strings.end() ) {
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return a->second;
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}
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return id;
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return GameStringUtil::fromString("MISSING: " + id);
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}
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};
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@ -162,7 +162,7 @@ struct GameStats
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struct TextDisplayData
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{
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// This is set by the final display text command.
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std::string text;
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GameString text;
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glm::vec2 position;
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glm::vec4 colourFG;
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@ -26,7 +26,7 @@ void ScreenText::tick(float dt)
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}
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}
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ScreenTextEntry ScreenTextEntry::makeBig(const std::string& id, const std::string& str, int style, int durationMS)
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ScreenTextEntry ScreenTextEntry::makeBig(const GameStringKey& id, const GameString& str, int style, int durationMS)
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{
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switch(style) {
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@ -142,7 +142,7 @@ ScreenTextEntry ScreenTextEntry::makeBig(const std::string& id, const std::strin
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}
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return {
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"Error, style " + std::to_string(style),
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GameStringUtil::fromString("Error, style " + std::to_string(style)),
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{320.f, 400.f},
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2,
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50,
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@ -156,7 +156,7 @@ ScreenTextEntry ScreenTextEntry::makeBig(const std::string& id, const std::strin
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};
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}
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ScreenTextEntry ScreenTextEntry::makeHighPriority(const std::string& id, const std::string& str, int durationMS)
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ScreenTextEntry ScreenTextEntry::makeHighPriority(const GameStringKey& id, const GameString& str, int durationMS)
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{
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// Color: ?
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// Font: Arial
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@ -179,7 +179,7 @@ ScreenTextEntry ScreenTextEntry::makeHighPriority(const std::string& id, const s
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};
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}
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ScreenTextEntry ScreenTextEntry::makeHelp(const std::string& id, const std::string& str)
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ScreenTextEntry ScreenTextEntry::makeHelp(const GameStringKey& id, const GameString& str)
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{
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return {
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str,
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@ -1,7 +1,7 @@
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#ifndef RWENGINE_SCREENTEXT_HPP
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#define RWENGINE_SCREENTEXT_HPP
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#include <rw/types.hpp>
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#include <string>
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#include <data/GameTexts.hpp>
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#include <vector>
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#include <array>
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#include <algorithm>
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@ -33,7 +33,7 @@ constexpr unsigned int ScreenTypeTextCount = static_cast<unsigned int>(ScreenTex
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struct ScreenTextEntry
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{
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/// After processing numbers
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std::string text;
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GameString text;
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/// in the virtual 640x480 screen space
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glm::vec2 position;
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/// Font number
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@ -53,19 +53,19 @@ struct ScreenTextEntry
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/// Wrap width
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int wrapX;
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/// ID used to reference the text.
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std::string id;
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GameStringKey id;
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static ScreenTextEntry makeBig(const std::string& id,
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const std::string& str,
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static ScreenTextEntry makeBig(const GameStringKey& id,
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const GameString& str,
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int style,
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int durationMS);
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static ScreenTextEntry makeHighPriority(const std::string& id,
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const std::string& str,
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static ScreenTextEntry makeHighPriority(const GameStringKey& id,
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const GameString& str,
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int durationMS);
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static ScreenTextEntry makeHelp(const std::string& id,
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const std::string& str);
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static ScreenTextEntry makeHelp(const GameStringKey& id,
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const GameString& str);
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};
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/**
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@ -141,12 +141,13 @@ public:
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}
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template<class...Args>
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static std::string format(std::string format, Args&&...args)
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static GameString format(GameString format, Args&&...args)
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{
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const std::array<std::string, sizeof...(args)> vals = { args... };
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static auto kReplacementMarker = GameStringUtil::fromString("~1~");
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const std::array<GameString, sizeof...(args)> vals = { args... };
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size_t x = 0, val = 0;
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// We're only looking for numerical replacement markers
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while ((x = format.find("~1~")) != std::string::npos && val < vals.size())
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while ((x = format.find(kReplacementMarker)) != GameString::npos && val < vals.size())
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{
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format = format.substr(0, x) + vals[val++] + format.substr(x + 3);
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}
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@ -1,5 +1,4 @@
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#include <loaders/LoaderGXT.hpp>
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#include <iconv.h>
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void LoaderGXT::load(GameTexts &texts, FileHandle &file)
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{
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@ -13,40 +12,12 @@ void LoaderGXT::load(GameTexts &texts, FileHandle &file)
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auto tdata = data+blocksize+8;
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// This is not supported in GCC 4.8.1
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//std::wstring_convert<std::codecvt<char16_t,char,std::mbstate_t>,char16_t> convert;
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auto icv = iconv_open("UTF-8", "UTF-16");
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for( size_t t = 0; t < blocksize/12; ++t ) {
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size_t offset = *(std::uint32_t*)(data+(t * 12 + 0));
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std::string id(data+(t * 12 + 4));
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// Find the terminating bytes
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size_t bytes = 0;
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for(;; bytes++ ) {
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if(tdata[offset+bytes-1] == 0 && tdata[offset+bytes] == 0) break;
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}
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size_t len = bytes/2;
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size_t outSize = 1024;
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char u8buff[1024];
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char *uwot = u8buff;
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char* strbase = tdata+offset;
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#if defined(RW_NETBSD)
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iconv(icv, (const char**)&strbase, &bytes, &uwot, &outSize);
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#else
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iconv(icv, &strbase, &bytes, &uwot, &outSize);
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#endif
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u8buff[len] = '\0';
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std::string message(u8buff);
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texts.addText(id, message);
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GameStringChar* stringSrc = reinterpret_cast<GameStringChar*>(tdata+offset);
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GameString string(stringSrc);
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texts.addText(id, std::move(string));
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}
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iconv_close(icv);
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}
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@ -5,8 +5,7 @@
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#include <algorithm>
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#include <cctype>
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/// @todo This is very rough
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int charToIndex(char g)
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int charToIndex(uint16_t g)
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{
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// Correct for the default font maps
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/// @todo confirm for JA / RU font maps
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@ -171,7 +170,7 @@ void TextRenderer::renderText(const TextRenderer::TextInfo& ti, bool forceColour
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for (size_t i = 0; i < text.length(); ++i)
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{
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char c = text[i];
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char16_t c = text[i];
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// Handle any markup changes.
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if( c == '~' && text.length() > i + 1 )
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@ -32,7 +32,7 @@ public:
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/// Font index @see TextRenderer::setFontTexture
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int font;
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/// Message to be displayed (including markup)
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std::string text;
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GameString text;
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/// On screen position
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glm::vec2 screenPosition;
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/// font size
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@ -29,21 +29,21 @@
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// Helper function to format script numbers to strings
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// for use in the text printing opcodes.
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std::string formatValue(const SCMOpcodeParameter& p)
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GameString formatValue(const SCMOpcodeParameter& p)
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{
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switch (p.type) {
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case TFloat16:
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return std::to_string(p.real);
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return GameStringUtil::fromString(std::to_string(p.real));
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default:
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return std::to_string(p.integerValue());
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return GameStringUtil::fromString(std::to_string(p.integerValue()));
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}
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return "";
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return {0};
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}
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void game_print_big(const ScriptArguments& args)
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{
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std::string id(args[0].string);
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std::string str = args.getWorld()->data->texts.text(id);
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auto str = args.getWorld()->data->texts.text(id);
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unsigned short time = args[1].integer;
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unsigned short style = args[2].integer;
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args.getWorld()->state->text.addText<ScreenTextType::Big>(
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@ -55,7 +55,7 @@ void game_print_big(const ScriptArguments& args)
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void game_print_now(const ScriptArguments& args)
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{
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std::string id(args[0].string);
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std::string str = args.getWorld()->data->texts.text(id);
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auto str = args.getWorld()->data->texts.text(id);
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int time = args[1].integer;
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int flags = args[2].integer;
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RW_UNUSED(flags);
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@ -390,7 +390,7 @@ void game_get_runtime(const ScriptArguments& args)
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void game_print_big_with_number(const ScriptArguments& args)
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{
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std::string id(args[0].string);
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std::string str =
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auto str =
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ScreenText::format(
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args.getWorld()->data->texts.text(id),
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formatValue(args[1]));
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@ -873,8 +873,8 @@ bool game_has_respray_happened(const ScriptArguments& args)
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void game_display_text(const ScriptArguments& args)
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{
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glm::vec2 pos(args[0].real, args[1].real);
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std::string str(args[2].string);
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str = args.getWorld()->data->texts.text(str);
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std::string id(args[2].string);
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auto str = args.getWorld()->data->texts.text(id);
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args.getWorld()->state->nextText.text = str;
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args.getWorld()->state->nextText.position = pos;
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args.getWorld()->state->texts.push_back(args.getWorld()->state->nextText);
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@ -946,7 +946,7 @@ void game_print_big_with_2_numbers(const ScriptArguments& args)
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int time = args[3].integerValue();
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unsigned short style = args[4].integerValue();
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std::string str = ScreenText::format(world->data->texts.text(id),
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auto str = ScreenText::format(world->data->texts.text(id),
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formatValue(args[1]),
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formatValue(args[2]));
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@ -1113,7 +1113,7 @@ void game_get_found_hidden_packages(const ScriptArguments& args)
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void game_display_help(const ScriptArguments& args)
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{
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std::string id(args[0].string);
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std::string str = args.getWorld()->data->texts.text(id);
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auto str = args.getWorld()->data->texts.text(id);
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args.getWorld()->state->text.addText<ScreenTextType::Big>(
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ScreenTextEntry::makeHelp(
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@ -76,7 +76,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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<< std::setw(0) << ":"
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<< std::setw(2) << world->getMinute();
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ti.text = ss.str();
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ti.text = GameStringUtil::fromString(ss.str());
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}
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ti.baseColour = ui_shadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
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@ -88,7 +88,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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infoTextY += ui_textHeight;
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ti.text = "$" + std::to_string(world->state->playerInfo.money);
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ti.text = GameStringUtil::fromString("[") + GameStringUtil::fromString(std::to_string(world->state->playerInfo.money));
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ti.baseColour = ui_shadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
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render->text.renderText(ti);
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@ -103,7 +103,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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std::stringstream ss;
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ss << "{" << std::setw(3) << std::setfill('0')
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<< (int)player->getCharacter()->getCurrentState().health;
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ti.text = ss.str();
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ti.text = GameStringUtil::fromString(ss.str());
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}
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ti.baseColour = ui_shadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
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@ -118,7 +118,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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std::stringstream ss;
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ss << "[" << std::setw(3) << std::setfill('0')
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<< (int)player->getCharacter()->getCurrentState().armour;
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ti.text = ss.str();
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ti.text = GameStringUtil::fromString(ss.str());
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ti.baseColour = ui_shadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f - ui_armourOffset, infoTextY+1.f);
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render->text.renderText(ti);
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@ -128,9 +128,9 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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render->text.renderText(ti);
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}
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std::string s;
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GameString s;
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for (size_t i = 0; i < ui_maxWantedLevel; ++i) {
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s += "]";
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s += GameStringUtil::fromString("]");
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}
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ti.text = s;
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ti.baseColour = ui_shadowColour;
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@ -183,8 +183,9 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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if (wep->getWeaponData()->fireType != WeaponData::MELEE) {
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const CharacterState& cs = player->getCharacter()->getCurrentState();
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const CharacterWeaponSlot& slotInfo = cs.weapons[cs.currentWeapon];
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ti.text = std::to_string(slotInfo.bulletsClip) + "-"
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+ std::to_string(slotInfo.bulletsTotal);
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ti.text = GameStringUtil::fromString(
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std::to_string(slotInfo.bulletsClip) + "-"
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+ std::to_string(slotInfo.bulletsTotal));
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ti.baseColour = ui_shadowColour;
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ti.font = 2;
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@ -32,7 +32,7 @@ public:
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TextRenderer::TextInfo ti;
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ti.font = font;
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ti.screenPosition = basis;
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ti.text = name;
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ti.text = GameStringUtil::fromString(name);
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ti.size = getHeight();
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if( ! active )
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{
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@ -627,7 +627,7 @@ void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime
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}
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TextRenderer::TextInfo ti;
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ti.text = ss.str();
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ti.text = GameStringUtil::fromString(ss.str());
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ti.font = 2;
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ti.screenPosition = glm::vec2( 10.f, 10.f );
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ti.size = 15.f;
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@ -368,7 +368,7 @@ void DebugState::draw(GameRenderer* r)
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ss << "Camera Position: " << glm::to_string(_debugCam.position);
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TextRenderer::TextInfo ti;
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ti.text = ss.str();
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ti.text = GameStringUtil::fromString(ss.str());
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ti.font = 2;
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ti.screenPosition = glm::vec2( 10.f, 10.f );
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ti.size = 15.f;
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@ -50,9 +50,10 @@ void LoadingState::handleEvent(const SDL_Event& e)
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void LoadingState::draw(GameRenderer* r)
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{
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static auto kLoadingString = GameStringUtil::fromString("Loading...");
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// Display some manner of loading screen.
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TextRenderer::TextInfo ti;
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ti.text = "Loading...";
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ti.text = kLoadingString;
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auto size = r->getRenderer()->getViewport();
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ti.size = 25.f;
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ti.screenPosition = glm::vec2( 50.f, size.y - ti.size - 50.f );
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|
@ -42,6 +42,18 @@ struct print_log_value<std::nullptr_t> {
|
||||
};
|
||||
}} BOOST_NS_MAGIC_CLOSING
|
||||
|
||||
namespace boost { namespace test_tools { BOOST_NS_MAGIC
|
||||
template<>
|
||||
struct print_log_value<GameString> {
|
||||
void operator()( std::ostream& s , GameString const& v )
|
||||
{
|
||||
for (GameString::size_type i = 0u; i<v.size(); ++i) {
|
||||
s << (char)v[i];
|
||||
}
|
||||
}
|
||||
};
|
||||
}} BOOST_NS_MAGIC_CLOSING
|
||||
|
||||
#undef BOOST_NS_MAGIC
|
||||
#undef BOOST_NS_MAGIC_CLOSING
|
||||
|
||||
|
@ -4,6 +4,8 @@
|
||||
#include <loaders/LoaderGXT.hpp>
|
||||
#include <engine/ScreenText.hpp>
|
||||
|
||||
#define T(x) GameStringUtil::fromString(x)
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(TextTests)
|
||||
|
||||
#if RW_TEST_WITH_DATA
|
||||
@ -18,7 +20,7 @@ BOOST_AUTO_TEST_CASE(load_test)
|
||||
|
||||
loader.load( texts, d );
|
||||
|
||||
BOOST_CHECK_EQUAL( texts.text("1008"), "BUSTED" );
|
||||
BOOST_CHECK_EQUAL( texts.text("1008"), T("BUSTED") );
|
||||
}
|
||||
}
|
||||
|
||||
@ -28,12 +30,12 @@ BOOST_AUTO_TEST_CASE(big_test)
|
||||
{
|
||||
auto big = ScreenTextEntry::makeBig(
|
||||
"TEST_1",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
1,
|
||||
5000);
|
||||
|
||||
BOOST_CHECK_EQUAL("TEST_1", big.id);
|
||||
BOOST_CHECK_EQUAL("Test String", big.text);
|
||||
BOOST_CHECK_EQUAL(T("Test String"), big.text);
|
||||
BOOST_CHECK_EQUAL(5000, big.durationMS);
|
||||
BOOST_CHECK_EQUAL(0, big.displayedMS);
|
||||
BOOST_CHECK_EQUAL(1, big.alignment);
|
||||
@ -42,11 +44,11 @@ BOOST_AUTO_TEST_CASE(big_test)
|
||||
{
|
||||
auto big = ScreenTextEntry::makeBig(
|
||||
"TEST_1",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
2,
|
||||
5000);
|
||||
|
||||
BOOST_CHECK_EQUAL("Test String", big.text);
|
||||
BOOST_CHECK_EQUAL(T("Test String"), big.text);
|
||||
BOOST_CHECK_EQUAL(5000, big.durationMS);
|
||||
BOOST_CHECK_EQUAL(0, big.displayedMS);
|
||||
BOOST_CHECK_EQUAL(2, big.alignment);
|
||||
@ -58,9 +60,9 @@ BOOST_AUTO_TEST_CASE(help_test)
|
||||
{
|
||||
auto help = ScreenTextEntry::makeHelp(
|
||||
"TEST_1",
|
||||
"Test Help");
|
||||
T("Test Help"));
|
||||
|
||||
BOOST_CHECK_EQUAL("Test Help", help.text);
|
||||
BOOST_CHECK_EQUAL(T("Test Help"), help.text);
|
||||
BOOST_CHECK_EQUAL(5000, help.durationMS);
|
||||
BOOST_CHECK_EQUAL(0, help.displayedMS);
|
||||
BOOST_CHECK_EQUAL(18, help.size);
|
||||
@ -75,17 +77,17 @@ BOOST_AUTO_TEST_CASE(queue_test)
|
||||
st.addText<ScreenTextType::Big>(
|
||||
ScreenTextEntry::makeBig(
|
||||
"TEST_1",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
2,
|
||||
5000));
|
||||
st.addText<ScreenTextType::HighPriority>(
|
||||
ScreenTextEntry::makeHighPriority(
|
||||
"TEST_1",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
5000));
|
||||
|
||||
BOOST_REQUIRE(st.getText<ScreenTextType::Big>().size() == 1);
|
||||
BOOST_CHECK_EQUAL("Test String", st.getText<ScreenTextType::Big>()[0].text);
|
||||
BOOST_CHECK_EQUAL(T("Test String"), st.getText<ScreenTextType::Big>()[0].text);
|
||||
BOOST_CHECK_EQUAL(5000, st.getText<ScreenTextType::Big>()[0].durationMS);
|
||||
BOOST_CHECK_EQUAL(0, st.getText<ScreenTextType::Big>()[0].displayedMS);
|
||||
|
||||
@ -104,7 +106,7 @@ BOOST_AUTO_TEST_CASE(clear_test)
|
||||
st.addText<ScreenTextType::Big>(
|
||||
ScreenTextEntry::makeBig(
|
||||
"TEST_1",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
2,
|
||||
5000));
|
||||
|
||||
@ -118,21 +120,21 @@ BOOST_AUTO_TEST_CASE(clear_test)
|
||||
BOOST_AUTO_TEST_CASE(format_test)
|
||||
{
|
||||
// Test formating of string codes into strings.
|
||||
const auto codeStr1 = "Hello ~1~ world";
|
||||
const auto codeStr2 = "~1~Hello ~1~ world~1~";
|
||||
const auto codeStr3 = "Hello world~1~";
|
||||
const auto codeStr1 = T("Hello ~1~ world");
|
||||
const auto codeStr2 = T("~1~Hello ~1~ world~1~");
|
||||
const auto codeStr3 = T("Hello world~1~");
|
||||
|
||||
auto f1 = ScreenText::format(codeStr1, "r");
|
||||
BOOST_CHECK_EQUAL(f1, "Hello r world");
|
||||
auto f1 = ScreenText::format(codeStr1, T("r"));
|
||||
BOOST_CHECK_EQUAL(f1, T("Hello r world"));
|
||||
|
||||
auto f2 = ScreenText::format(codeStr2, "k", "h");
|
||||
BOOST_CHECK_EQUAL(f2, "kHello h world~1~");
|
||||
auto f2 = ScreenText::format(codeStr2, T("k"), T("h"));
|
||||
BOOST_CHECK_EQUAL(f2, T("kHello h world~1~"));
|
||||
|
||||
auto f3 = ScreenText::format(codeStr3, "x");
|
||||
BOOST_CHECK_EQUAL(f3, "Hello worldx");
|
||||
auto f3 = ScreenText::format(codeStr3, T("x"));
|
||||
BOOST_CHECK_EQUAL(f3, T("Hello worldx"));
|
||||
|
||||
auto f4 = ScreenText::format(codeStr3, "x", "k");
|
||||
BOOST_CHECK_EQUAL(f4, "Hello worldx");
|
||||
auto f4 = ScreenText::format(codeStr3, T("x"), T("k"));
|
||||
BOOST_CHECK_EQUAL(f4, T("Hello worldx"));
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(format_remove)
|
||||
@ -143,21 +145,21 @@ BOOST_AUTO_TEST_CASE(format_remove)
|
||||
st.addText<ScreenTextType::Big>(
|
||||
ScreenTextEntry::makeBig(
|
||||
"TEST_2",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
2,
|
||||
5000));
|
||||
|
||||
st.addText<ScreenTextType::Big>(
|
||||
ScreenTextEntry::makeBig(
|
||||
"TEST_1",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
2,
|
||||
5000));
|
||||
|
||||
st.addText<ScreenTextType::Big>(
|
||||
ScreenTextEntry::makeBig(
|
||||
"TEST_1",
|
||||
"Test String",
|
||||
T("Test String"),
|
||||
2,
|
||||
5000));
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user