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95 lines
2.6 KiB
C++
95 lines
2.6 KiB
C++
#ifndef _RWLIB_FONTS_GAMETEXTS_HPP_
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#define _RWLIB_FONTS_GAMETEXTS_HPP_
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#include <cstdint>
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#include <string>
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#include <unordered_map>
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#include <sstream>
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#include <string>
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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 = std::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 similar 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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/**
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* Index to used font.
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*/
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using font_t = size_t;
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static constexpr font_t FONT_PAGER = 0;
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static constexpr font_t FONT_PRICEDOWN = 1;
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static constexpr font_t FONT_ARIAL = 2;
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static constexpr font_t FONTS_COUNT = 3;
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namespace GameStringUtil {
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/**
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* @brief fromString Converts a std::string to a GameString, depending on the font
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*
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* Encoding of GameStrings depends on the font. Unknown chars are converted to a "unknown GameStringChar" (such as '?').
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*/
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GameString fromString(const std::string& str, font_t font);
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/**
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* @brief fromString Converts a GameString to a std::string, depending on the font
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*
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* Encoding of GameStrings depends on the font. Unknown GameStringChar's are converted to a UNICODE_REPLACEMENT_CHARACTER utf-8 sequence.
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*/
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std::string toString(const GameString& str, font_t font);
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/**
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* @brief fromString Converts a string to a GameString, independent on the font (only characthers known to all fonts are converted)
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*
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* Encoding of GameStrings does not depend on the font. Unknown chars are converted to a "unknown GameStringChar" (such as '?').
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*/
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GameString fromStringCommon(const std::string& str);
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}
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/**
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* Since the encoding of symbols is arbitrary, these constants should be used in
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* hard-coded strings containing symbols outside of the ASCII-subset supported
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* by all fonts
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*/
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namespace GameSymbols {
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static constexpr GameStringChar Money = '$';
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static constexpr GameStringChar Heart = '{';
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static constexpr GameStringChar Armour = '[';
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static constexpr GameStringChar Star = ']';
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}
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class GameTexts {
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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 GameStringKey& id, GameString&& text) {
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m_strings.emplace(id, text);
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}
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GameString text(const GameStringKey& id) const {
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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 GameStringUtil::fromString("MISSING: " + id, FONT_ARIAL);
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}
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const StringTable &getStringTable() const {
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return m_strings;
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}
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};
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#endif
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