Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "localization_provider.h"
enum { kScratchBufferSize = 1024 };
// ----------------------------------------------------------------------------
// Find a localized string, but return something safe if the key is null or the localized
// string is missing.
// ----------------------------------------------------------------------------
locchar_t* CLocalizationProvider::FindSafe( const char* pchKey ) const
{
if ( pchKey )
{
locchar_t* wszLocalized = Find( pchKey );
if ( !wszLocalized )
{
#ifdef STAGING_ONLY
return const_cast< locchar_t* >(LOCCHAR("<NULL LOC STRING>")); // Super janky cast alert! This method should really return a const locchar_t* but making that change breaks all the callsites...fix later.
#else
return const_cast<locchar_t*>(LOCCHAR(""));
#endif
}
else
{
return wszLocalized;
}
}
else
{
#ifdef STAGING_ONLY
return const_cast<locchar_t*>(LOCCHAR("<NULL LOC KEY>"));
#else
return const_cast<locchar_t*>(LOCCHAR(""));
#endif
}
}
#ifdef GC
#include "gcsdk/gcbase.h"
// GC Localization implementation
static CGCLocalizationProvider *GGCLocalizationProvider()
{
static CGCLocalizationProvider *g_pGCLocalizationProvider = NULL;
if ( !g_pGCLocalizationProvider )
g_pGCLocalizationProvider = new CGCLocalizationProvider( GGCGameBase() );
return g_pGCLocalizationProvider;
}
CLocalizationProvider *GLocalizationProvider()
{
AssertMsg( false, "Using global localization provider in GC - All strings will be in English. For proper localization, CLocalizationProvider instance should be created and passed in." );
return GGCLocalizationProvider();
}
locchar_t *CGCLocalizationProvider::Find( const char *pchKey ) const
{
// we emulate VGUI's behavior of returning an empty string for keys that are not found
return (locchar_t*)m_pGC->LocalizeToken( pchKey, m_eLang, false );
}
bool CGCLocalizationProvider::BEnsureCleanUTF8Truncation( char *unicodeOutput )
{
int nStringLength = V_strlen( unicodeOutput );
// make sure we're not in the middle of a multibyte character
int iPos = nStringLength - 1;
char c = unicodeOutput[iPos];
if ( (c & 0x80) != 0 )
{
// not an ascii char, so do some multibyte char checking
int cBytes = 0;
// count up all continuation bytes
while ( (c & 0xC0) == 0x80 && iPos > 0 ) // first two bits are 10xxxx, continuation
{
cBytes++;
c = unicodeOutput[--iPos];
}
// make sure we had the expected number of continuation bytes for the last
// multibyte lead character
bool bTruncateOK = true;
if ( ( c & 0xF8 ) == 0xF0 ) // first 5 bits are 11110, should be 3 following bytes
bTruncateOK = ( cBytes == 3 );
else if ( ( c & 0xF0 ) == 0xE0 ) // first 4 bits are 1110, should be 2 following bytes
bTruncateOK = ( cBytes == 2 );
else if ( ( c & 0xE0 ) == 0xC0 ) // first 3 bits are 110, should be 1 following byte
bTruncateOK = ( cBytes == 1 );
// if we truncated in the middle of a multi-byte char, move the end point back to this character
if ( !bTruncateOK )
unicodeOutput[iPos] = '\0';
return !bTruncateOK;
}
return false;
}
void CGCLocalizationProvider::ConvertLoccharToANSI( const locchar_t *loc_In, CUtlConstString *out_ansi ) const
{
*out_ansi = loc_In;
}
void CGCLocalizationProvider::ConvertLoccharToUnicode( const locchar_t *loc_In, CUtlConstWideString *out_unicode ) const
{
wchar_t utf16_Scratch[kScratchBufferSize];
V_UTF8ToUnicode( loc_In, utf16_Scratch, kScratchBufferSize );
*out_unicode = utf16_Scratch;
}
void CGCLocalizationProvider::ConvertUTF8ToLocchar( const char *utf8_In, CUtlConstStringBase<locchar_t> *out_loc ) const
{
*out_loc = utf8_In;
}
int CGCLocalizationProvider::ConvertLoccharToANSI( const locchar_t *loc, char *ansi, int ansiBufferSize ) const
{
Q_strncpy( ansi, loc, ansiBufferSize );
return 0;
}
int CGCLocalizationProvider::ConvertLoccharToUnicode( const locchar_t *loc, wchar_t *unicode, int unicodeBufferSize ) const
{
return V_UTF8ToUnicode( loc, unicode, unicodeBufferSize );
}
void CGCLocalizationProvider::ConvertUTF8ToLocchar( const char *utf8, locchar_t *locchar, int loccharBufferSize ) const
{
Q_strncpy( locchar, utf8, loccharBufferSize );
}
#else
CLocalizationProvider *GLocalizationProvider()
{
static CVGUILocalizationProvider g_VGUILocalizationProvider;
return &g_VGUILocalizationProvider;
}
// vgui localization implementation
CVGUILocalizationProvider::CVGUILocalizationProvider()
{
}
locchar_t *CVGUILocalizationProvider::Find( const char *pchKey ) const
{
return (locchar_t*)g_pVGuiLocalize->Find( pchKey );
}
void CVGUILocalizationProvider::ConvertLoccharToANSI( const locchar_t *loc_In, CUtlConstString *out_ansi ) const
{
char ansi_Scratch[kScratchBufferSize];
g_pVGuiLocalize->ConvertUnicodeToANSI( loc_In, ansi_Scratch, kScratchBufferSize );
*out_ansi = ansi_Scratch;
}
void CVGUILocalizationProvider::ConvertLoccharToUnicode( const locchar_t *loc_In, CUtlConstWideString *out_unicode ) const
{
*out_unicode = loc_In;
}
void CVGUILocalizationProvider::ConvertUTF8ToLocchar( const char *utf8_In, CUtlConstStringBase<locchar_t> *out_loc ) const
{
locchar_t loc_Scratch[kScratchBufferSize];
V_UTF8ToUnicode( utf8_In, loc_Scratch, kScratchBufferSize );
*out_loc = loc_Scratch;
}
void CVGUILocalizationProvider::ConvertUTF8ToLocchar( const char *utf8, locchar_t *locchar, int loccharBufferSize ) const
{
V_UTF8ToUnicode( utf8, locchar, loccharBufferSize );
}
int CVGUILocalizationProvider::ConvertLoccharToANSI( const locchar_t *loc, char *ansi, int ansiBufferSize ) const
{
return g_pVGuiLocalize->ConvertUnicodeToANSI( loc, ansi, ansiBufferSize );
}
int CVGUILocalizationProvider::ConvertLoccharToUnicode( const locchar_t *loc, wchar_t *unicode, int unicodeBufferSize ) const
{
Q_wcsncpy( unicode, loc, unicodeBufferSize );
return 0;
}
#endif