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