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hl2sdk/public/vgui/ILocalize.h

106 lines
4.0 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef ILOCALIZE_H
#define ILOCALIZE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "appframework/IAppSystem.h"
#include <tier1/KeyValues.h>
// unicode character type
// for more unicode manipulation functions #include <wchar.h>
#ifndef _WCHAR_T_DEFINED
typedef unsigned short wchar_t;
#define _WCHAR_T_DEFINED
#endif
namespace vgui
{
// direct references to localized strings
typedef unsigned long StringIndex_t;
const unsigned long INVALID_STRING_INDEX = (unsigned long) -1;
//-----------------------------------------------------------------------------
// Purpose: Handles localization of text
// looks up string names and returns the localized unicode text
//-----------------------------------------------------------------------------
abstract_class ILocalize
{
public:
// adds the contents of a file to the localization table
virtual bool AddFile( const char *fileName, const char *pPathID = NULL, bool bIncludeFallbackSearchPaths = false ) = 0;
// Remove all strings from the table
virtual void RemoveAll() = 0;
// Finds the localized text for tokenName
virtual wchar_t *Find(char const *tokenName) = 0;
// converts an english string to unicode
// returns the number of wchar_t in resulting string, including null terminator
virtual int ConvertANSIToUnicode(const char *ansi, wchar_t *unicode, int unicodeBufferSizeInBytes) = 0;
// converts an unicode string to an english string
// unrepresentable characters are converted to system default
// returns the number of characters in resulting string, including null terminator
virtual int ConvertUnicodeToANSI(const wchar_t *unicode, char *ansi, int ansiBufferSize) = 0;
// finds the index of a token by token name, INVALID_STRING_INDEX if not found
virtual StringIndex_t FindIndex(const char *tokenName) = 0;
// builds a localized formatted string
// uses the format strings first: %s1, %s2, ... unicode strings (wchar_t *)
virtual void ConstructString(wchar_t *unicodeOuput, int unicodeBufferSizeInBytes, wchar_t *formatString, int numFormatParameters, ...) = 0;
// gets the values by the string index
virtual const char *GetNameByIndex(StringIndex_t index) = 0;
virtual wchar_t *GetValueByIndex(StringIndex_t index) = 0;
///////////////////////////////////////////////////////////////////
// the following functions should only be used by localization editors
// iteration functions
virtual StringIndex_t GetFirstStringIndex() = 0;
// returns the next index, or INVALID_STRING_INDEX if no more strings available
virtual StringIndex_t GetNextStringIndex(StringIndex_t index) = 0;
// adds a single name/unicode string pair to the table
virtual void AddString( const char *tokenName, wchar_t *unicodeString, const char *fileName ) = 0;
// changes the value of a string
virtual void SetValueByIndex(StringIndex_t index, wchar_t *newValue) = 0;
// saves the entire contents of the token tree to the file
virtual bool SaveToFile( const char *fileName ) = 0;
// iterates the filenames
virtual int GetLocalizationFileCount() = 0;
virtual const char *GetLocalizationFileName(int index) = 0;
// returns the name of the file the specified localized string is stored in
virtual const char *GetFileNameByIndex(StringIndex_t index) = 0;
// for development only, reloads localization files
virtual void ReloadLocalizationFiles( ) = 0;
// need to replace the existing ConstructString with this
virtual void ConstructString(wchar_t *unicodeOutput, int unicodeBufferSizeInBytes, const char *tokenName, KeyValues *localizationVariables) = 0;
virtual void ConstructString(wchar_t *unicodeOutput, int unicodeBufferSizeInBytes, StringIndex_t unlocalizedTextSymbol, KeyValues *localizationVariables) = 0;
};
#define VGUI_LOCALIZE_INTERFACE_VERSION "VGUI_Localize004"
}; // namespace vgui
#endif // ILOCALIZE_H