hl2_src-leak-2017/src/game/client/text_message.cpp

149 lines
4.3 KiB
C++

//========= 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_<language>.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;
}
}