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149 lines
4.3 KiB
149 lines
4.3 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//
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// text_message.cpp
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//
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// implementation of CHudTextMessage class
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//
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// this class routes messages through titles.txt for localisation
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//
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#include "cbase.h"
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#include "text_message.h"
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#include "client_textmessage.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/ILocalize.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Implements IHudTextMessage
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//-----------------------------------------------------------------------------
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class CHudTextMessage : public IHudTextMessage
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{
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public:
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virtual char *LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size );
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virtual char *BufferedLocaliseTextString( const char *msg );
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virtual char *LookupString( const char *msg_name, int *msg_dest = NULL );
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};
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// Singleton
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static CHudTextMessage g_HudTextMessage;
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IHudTextMessage *hudtextmessage = &g_HudTextMessage;
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//-----------------------------------------------------------------------------
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// Purpose: Searches through the string for any msg names (indicated by a '#')
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// any found are looked up in titles.txt and the new message substituted
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// the new value is pushed into dst_buffer
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// Input : *msg -
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// *dst_buffer -
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// buffer_size -
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// Output : char
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//-----------------------------------------------------------------------------
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char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size )
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{
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char *dst = dst_buffer;
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for ( char *src = (char*)msg; *src != 0 && buffer_size > 0; buffer_size-- )
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{
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if ( *src == '#' )
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{
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// cut msg name out of string
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static char word_buf[255];
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char *wdst = word_buf, *word_start = src;
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for ( ++src ; *src >= 'A' && *src <= 'z'; wdst++, src++ )
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{
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*wdst = *src;
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}
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*wdst = 0;
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// lookup msg name in titles.txt
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client_textmessage_t *clmsg = TextMessageGet( word_buf );
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if ( !clmsg || !(clmsg->pMessage) )
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{
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src = word_start;
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*dst = *src;
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dst++, src++;
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continue;
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}
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// Does titles.txt want to lookup into cstrike_<language>.txt?
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wchar_t *pLocalizedStr;
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if ( clmsg->pMessage[0] == '#' && ((pLocalizedStr = g_pVGuiLocalize->Find( clmsg->pMessage )) != NULL ) )
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{
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g_pVGuiLocalize->ConvertUnicodeToANSI( pLocalizedStr, dst, buffer_size );
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}
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else
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{
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// copy string into message over the msg name
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for ( char *wsrc = (char*)clmsg->pMessage; *wsrc != 0; wsrc++, dst++ )
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{
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*dst = *wsrc;
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}
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*dst = 0;
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}
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}
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else
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{
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*dst = *src;
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dst++, src++;
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*dst = 0;
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}
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}
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//
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// ensure null termination
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dst_buffer[buffer_size-1] = 0;
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return dst_buffer;
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}
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//-----------------------------------------------------------------------------
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// Purpose: As above, but with a local static buffer
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// Input : *msg -
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// Output : char
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//-----------------------------------------------------------------------------
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char *CHudTextMessage::BufferedLocaliseTextString( const char *msg )
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{
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static char dst_buffer[1024];
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return LocaliseTextString( msg, dst_buffer, 1024 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Simplified version of LocaliseTextString; assumes string is only one word
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// Input : *msg -
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// *msg_dest -
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// Output : char
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//-----------------------------------------------------------------------------
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char *CHudTextMessage::LookupString( const char *msg, int *msg_dest )
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{
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if ( !msg )
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return "";
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// '#' character indicates this is a reference to a string in titles.txt, and not the string itself
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if ( msg[0] == '#' )
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{
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// this is a message name, so look up the real message
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client_textmessage_t *clmsg = TextMessageGet( msg+1 );
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if ( !clmsg || !(clmsg->pMessage) )
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return (char*)msg; // lookup failed, so return the original string
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if ( msg_dest )
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{
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// check to see if titles.txt info overrides msg destination
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// if clmsg->effect is less than 0, then clmsg->effect holds -1 * message_destination
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if ( clmsg->effect < 0 ) //
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*msg_dest = -clmsg->effect;
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}
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return (char*)clmsg->pMessage;
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}
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else
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{ // nothing special about this message, so just return the same string
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return (char*)msg;
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}
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}
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