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/*
* MetaString.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
class ArtifactID;
class CreatureID;
class CStackBasicDescriptor;
class JsonSerializeFormat;
class MapObjectID;
class MapObjectSubID;
class PlayerColor;
class SecondarySkill;
class SpellID;
class FactionID;
class GameResID;
using TQuantity = si32;
/// Strings classes that can be used as replacement in MetaString
enum class EMetaText : uint8_t
{
GENERAL_TXT = 1,
ARRAY_TXT,
ADVOB_TXT,
JK_TXT
};
/// Class for string formatting tools that also support transfer over network with localization using language of local install
/// Can be used to compose resulting text from multiple line segments and with placeholder replacement
class DLL_LINKAGE MetaString
{
private:
enum class EMessage : uint8_t
{
APPEND_RAW_STRING,
APPEND_LOCAL_STRING,
APPEND_TEXTID_STRING,
APPEND_NUMBER,
REPLACE_RAW_STRING,
REPLACE_LOCAL_STRING,
REPLACE_TEXTID_STRING,
REPLACE_NUMBER,
REPLACE_POSITIVE_NUMBER,
APPEND_EOL
};
std::vector<EMessage> message;
std::vector<std::pair<EMetaText,ui32> > localStrings;
std::vector<std::string> exactStrings;
std::vector<std::string> stringsTextID;
std::vector<int64_t> numbers;
std::string getLocalString(const std::pair<EMetaText, ui32> & txt) const;
public:
/// Creates MetaString and appends provided raw string to it
static MetaString createFromRawString(const std::string & value);
/// Creates MetaString and appends provided text ID string to it
static MetaString createFromTextID(const std::string & value);
/// Appends local string to resulting string
void appendLocalString(EMetaText type, ui32 serial);
/// Appends raw string, without translation to resulting string
void appendRawString(const std::string & value);
/// Appends text ID that will be translated in output
void appendTextID(const std::string & value);
/// Appends specified number to resulting string
void appendNumber(int64_t value);
void appendName(const ArtifactID& id);
void appendName(const SpellID& id);
void appendName(const PlayerColor& id);
void appendName(const CreatureID & id, TQuantity count);
void appendName(const GameResID& id);
void appendNameSingular(const CreatureID & id);
void appendNamePlural(const CreatureID & id);
void appendEOL();
/// Replaces first '%s' placeholder in string with specified local string
void replaceLocalString(EMetaText type, ui32 serial);
/// Replaces first '%s' placeholder in string with specified fixed, untranslated string
void replaceRawString(const std::string & txt);
/// Replaces first '%s' placeholder with string ID that will be translated in output
void replaceTextID(const std::string & value);
/// Replaces first '%d' placeholder in string with specified number
void replaceNumber(int64_t txt);
/// Replaces first '%+d' placeholder in string with specified number using '+' sign as prefix
void replacePositiveNumber(int64_t txt);
void replaceName(const ArtifactID & id);
void replaceName(const FactionID& id);
void replaceName(const MapObjectID & id, const MapObjectSubID & subId);
void replaceName(const PlayerColor& id);
void replaceName(const SecondarySkill& id);
void replaceName(const SpellID& id);
void replaceName(const GameResID& id);
/// Replaces first '%s' placeholder with singular or plural name depending on creatures count
void replaceName(const CreatureID & id, TQuantity count);
void replaceNameSingular(const CreatureID & id);
void replaceNamePlural(const CreatureID & id);
/// Replaces first '%s' placeholder with singular or plural name depending on creatures count
void replaceName(const CStackBasicDescriptor & stack);
/// erases any existing content in the string
void clear();
///used to handle loot from creature bank
std::string buildList() const;
/// Convert all stored values into a single, user-readable string
std::string toString() const;
/// Returns true if current string is empty
bool empty() const;
bool operator == (const MetaString & other) const;
void jsonSerialize(JsonNode & dest) const;
void jsonDeserialize(const JsonNode & dest);
void serializeJson(JsonSerializeFormat & handler);
template <typename Handler> void serialize(Handler & h)
{
h & exactStrings;
h & localStrings;
h & stringsTextID;
h & message;
h & numbers;
}
};
VCMI_LIB_NAMESPACE_END
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