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OpenTTD Source
1.10.0-RC1
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Implementation of handling translated strings. More...
#include "../stdafx.h"#include "../strgen/strgen.h"#include "../debug.h"#include "../fileio_func.h"#include "../tar_type.h"#include "../script/squirrel_class.hpp"#include "../strings_func.h"#include "game_text.hpp"#include "game.hpp"#include "game_info.hpp"#include "table/strings.h"#include <stdarg.h>#include <memory>#include "../safeguards.h"Go to the source code of this file.
Data Structures | |
| struct | StringListReader |
| A reader that simply reads using fopen. More... | |
| struct | TranslationWriter |
| Class for writing an encoded language. More... | |
| struct | StringNameWriter |
| Class for writing the string IDs. More... | |
| class | LanguageScanner |
| Scanner to find language files in a GameScript directory. More... | |
Functions | |
| void CDECL | strgen_warning (const char *s,...) |
| void CDECL | strgen_error (const char *s,...) |
| void NORETURN CDECL | strgen_fatal (const char *s,...) |
| std::unique_ptr< LanguageStrings > | ReadRawLanguageStrings (const char *file) |
| Read all the raw language strings from the given file. More... | |
| GameStrings * | LoadTranslations () |
| Load all translations that we know of. More... | |
| const char * | GetGameStringPtr (uint id) |
| Get the string pointer of a particular game string. More... | |
| void | RegisterGameTranslation (Squirrel *engine) |
| Register the current translation to the Squirrel engine. More... | |
| void | ReconsiderGameScriptLanguage () |
| Reconsider the game script language, so we use the right one. | |
Variables | |
| GameStrings * | _current_data = nullptr |
| The currently loaded game strings. More... | |
Implementation of handling translated strings.
Definition in file game_text.cpp.
| const char* GetGameStringPtr | ( | uint | id | ) |
Get the string pointer of a particular game string.
| id | The ID of the game string. |
Definition at line 335 of file game_text.cpp.
References GameStrings::cur_language.
| GameStrings* LoadTranslations | ( | ) |
Load all translations that we know of.
Definition at line 249 of file game_text.cpp.
References Game::GetInfo(), ScriptInfo::GetMainScript(), lastof, and strecpy().
Referenced by RegisterGameTranslation().
| std::unique_ptr<LanguageStrings> ReadRawLanguageStrings | ( | const char * | file | ) |
Read all the raw language strings from the given file.
| file | The file to read from. |
Definition at line 82 of file game_text.cpp.
References FioFOpenFile(), and GAME_DIR.
Referenced by LanguageScanner::AddFile().
| void RegisterGameTranslation | ( | Squirrel * | engine | ) |
Register the current translation to the Squirrel engine.
| engine | The engine to update/ |
Definition at line 345 of file game_text.cpp.
References _current_data, Squirrel::GetVM(), LoadTranslations(), ReconsiderGameScriptLanguage(), and GameStrings::string_names.
Referenced by GameInstance::RegisterAPI().
| GameStrings* _current_data = nullptr |
The currently loaded game strings.
Definition at line 328 of file game_text.cpp.
Referenced by RegisterGameTranslation().