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407 lines
11 KiB
407 lines
11 KiB
5 years ago
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
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//
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// Purpose:
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//=============================================================================//
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#ifndef PANORAMA_ILOCALIZE_H
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#define PANORAMA_ILOCALIZE_H
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#include "language.h"
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#include "tier0/platform.h"
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#include "tier1/interface.h"
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#include "tier1/utlflags.h"
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#include "tier1/utlsymbol.h"
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#include "tier1/utlstring.h"
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#include "tier1/utlmap.h"
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#include "tier1/fileio.h"
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#include "tier1/utlpriorityqueue.h"
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#include "steam/steamtypes.h"
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#if defined( SOURCE2_PANORAMA )
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#include "currencyamount.h"
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#else
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#include "stime.h"
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#include "constants.h"
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#include "globals.h"
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#include "amount.h"
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#include "rtime.h"
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#endif
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#include "reliabletimer.h"
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#include "language.h"
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namespace panorama
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{
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//-----------------------------------------------------------------------------
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// Purpose: type of variable data we are supporting
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//-----------------------------------------------------------------------------
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enum EPanelKeyType
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{
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k_ePanelVartype_None,
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k_ePanelVartype_String,
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k_ePanelVartype_Time,
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k_ePanelVartype_Money,
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k_ePanelVartype_Number,
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k_ePanelVartype_Generic
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};
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// help function syntax for the generic key handler
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typedef const char *( *PFNLocalizeDialogVariableHandler )( const CUtlString &sStringValue, int nIntValue, const IUIPanel *pPanel, const char *pszKey, void *pUserData );
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enum EPanelKeyTimeModifiers
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{
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k_ePanelKeyTimeModifiers_ShortDate = 1 << 0,
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k_ePanelKeyTimeModifiers_LongDate = 1 << 1,
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k_ePanelKeyTimeModifiers_ShortTime = 1 << 2,
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k_ePanelKeyTimeModifiers_LongTime = 1 << 3,
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k_ePanelKeyTimeModifiers_DateTime = 1 << 4,
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k_ePanelKeyTimeModifiers_Relative = 1 << 5,
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k_ePanelKeyTimeModifiers_Duration = 1 << 6,
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};
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enum EStringTruncationStyle
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{
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k_eStringTruncationStyle_None,
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k_eStringTruncationStyle_Rear, // prevent any chars being added above max length
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k_eStringTruncationStyle_Front, // remove
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};
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enum EStringTransformStyle
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{
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k_eStringTransformStyle_None,
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k_eStringTransformStyle_Uppercase,
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k_eStringTransformStyle_Lowercase,
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};
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//-----------------------------------------------------------------------------
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// Purpose: callback interface to help measuring strings
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//-----------------------------------------------------------------------------
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class ILocalizationStringSizeResolver
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{
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public:
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virtual ~ILocalizationStringSizeResolver() {}
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virtual int ResolveStringLengthInPixels( const char *pchString ) = 0;
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};
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const uint32 k_nLocalizeMaxChars = (uint32)~0;
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class CPanelKeyValue;
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class CLocalization;
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class CPanel2D;
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//-----------------------------------------------------------------------------
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// Purpose: interface to final string data to display to users
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//-----------------------------------------------------------------------------
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class ILocalizationString
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{
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public:
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virtual ~ILocalizationString() {}
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// Get the length of the string in characters
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virtual int Length() const = 0;
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virtual bool IsEmpty() const = 0;
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virtual const char *String() const = 0;
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virtual const char *StringNoTransform() const = 0;
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virtual operator const char *() const = 0;
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// add this string on the end
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virtual bool AppendText( const char *pchText ) = 0;
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// done with this string, delete it
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virtual void Release() const = 0;
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virtual EStringTransformStyle GetTransformStyle() const = 0;
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virtual const IUIPanel *GetOwningPanel() const = 0;
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virtual uint32 GetMaxChars() const = 0;
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virtual EStringTruncationStyle GetTruncationStyle() const = 0;
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#ifdef DBGFLAG_VALIDATE
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virtual void Validate( CValidator &validator, const tchar *pchName ) = 0;
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#endif
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protected:
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// internal loc engine helpers, you won't call these
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friend class CLocalization;
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virtual void Recalculate( const CUtlString *pString ) = 0;
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virtual bool BContainsDialogVariable( const CPanelKeyValue &key ) = 0;
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};
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class CLocStringSafePointer
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{
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public:
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CLocStringSafePointer()
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{
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m_pString = NULL;
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}
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CLocStringSafePointer( const ILocalizationString *pLocString )
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{
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m_pString = pLocString;
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}
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CLocStringSafePointer &operator =( const ILocalizationString *pString )
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{
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if ( m_pString == pString )
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return *this;
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Clear();
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m_pString = const_cast<ILocalizationString *>( pString );
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return *this;
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}
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const ILocalizationString *operator ->( ) const
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{
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return Get();
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}
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const ILocalizationString *operator *( ) const
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{
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return Get();
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}
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operator const ILocalizationString*( ) const
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{
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return Get();
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}
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~CLocStringSafePointer()
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{
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Clear();
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}
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void Clear()
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{
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if ( m_pString )
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{
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m_pString->Release();
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m_pString = NULL;
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}
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}
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bool IsValid() { return m_pString != nullptr; }
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const ILocalizationString *Get() const
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{
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return m_pString;
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}
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private:
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const ILocalizationString *m_pString;
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};
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//-----------------------------------------------------------------------------
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// Purpose: interface to localize strings
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//-----------------------------------------------------------------------------
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class IUILocalization
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{
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public:
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// change the language used by the loc system
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virtual bool SetLanguage( const char *pchLanguage ) = 0;
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#if defined( SOURCE2_PANORAMA )
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// add a loc file to the system, in the form of <prefix>_<language>.txt , i.e dota_french.txt, the files will be loaded from the panorama/localization folder of your mod
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virtual bool BLoadLocalizationFile( const char *pchFilePrefix ) = 0;
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#else
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virtual ELanguage CurrentLanguage() = 0;
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#endif
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virtual void InstallCustomDialogVariableHandler( const char *pchCustomHandlerName, PFNLocalizeDialogVariableHandler pfnLocalizeFunc, void *pUserData = NULL ) = 0;
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virtual void RemoveCustomDialogVariableHandler( const char *pchCustomHandlerName ) = 0;
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// find the string corresponding to this localization token, or if we don't find it then just return back the string wrapped in a loc object
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virtual const ILocalizationString *PchFindToken( const IUIPanel *pPanel, const char *pchToken, const uint32 ccMax , EStringTruncationStyle eTrunkStyle, EStringTransformStyle eTransformStyle, bool bAllowDialogVariable = false ) = 0;
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// give me a localize string wrapper around this string, don't try and apply token localizing on it though, but do optionally allow it to have dialog variables that we parse in it
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// be careful allowing dialog variable parsing, you want to sanitize any user input before allowing it
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virtual const ILocalizationString *PchSetString( const IUIPanel *pPanel, const char *pchText, const uint32 ccMax, EStringTruncationStyle eTrunkStyle, EStringTransformStyle eTransformStyle, bool bAllowDialogVariable, bool bStringAlreadyFullyParsed ) = 0;
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virtual const ILocalizationString *ChangeTransformStyleAndRelease( const ILocalizationString *pLocalizationString, EStringTransformStyle eTranformStyle ) = 0;
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// copy an existing loc string without altering the ref count on the current
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virtual ILocalizationString *CloneString( const IUIPanel *pPanel, const ILocalizationString *pLocToken ) = 0;
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// return the raw, un-parsed, value for this loc token, returns NULL if we didn't have this token in a loc file from disk
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virtual const char *PchFindRawString( const char *pchToken ) = 0;
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virtual bool SetDialogVariable( const IUIPanel *pPanel, const char *pchKey, const char *pchValue ) = 0;
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#if defined( SOURCE2_PANORAMA )
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virtual bool SetDialogVariable( const IUIPanel *pPanel, const char *pchKey, time_t timeVal ) = 0;
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virtual bool SetDialogVariable( const IUIPanel *pPanel, const char *pchKey, CCurrencyAmount amount ) = 0;
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#else
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virtual bool SetDialogVariable( const IUIPanel *pPanel, const char *pchKey, CRTime timeVal ) = 0;
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virtual bool SetDialogVariable( const IUIPanel *pPanel, const char *pchKey, CAmount amount ) = 0;
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#endif
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virtual bool SetDialogVariable( const IUIPanel *pPanel, const char *pchKey, int nVal ) = 0;
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// copy all the dialog vars to a new panel
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virtual void CloneDialogVariables( const IUIPanel *pPanelFrom, IUIPanel *pPanelTo ) = 0;
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// force a re-evaluation of a specific dialog variable
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virtual void DirtyDialogVariable( const IUIPanel *pPanel, const char *pchKey ) = 0;
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// given this loc string find the longest string in any language that we could display here and update to use it
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virtual void SetLongestStringForToken( const ILocalizationString *pLocalizationString, ILocalizationStringSizeResolver *pResolver ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Wrapper around ILocalizationString that will take care of making
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// a copy if it ends up needing to be mutable.
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//-----------------------------------------------------------------------------
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class CMutableLocalizationString
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{
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public:
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CMutableLocalizationString()
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: m_bMutable( false )
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, m_pString( NULL )
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{
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}
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CMutableLocalizationString( ILocalizationString *pString )
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: m_bMutable( true )
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, m_pString( pString )
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{
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}
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CMutableLocalizationString( const ILocalizationString *pString )
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: m_bMutable( false )
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, m_pString( const_cast< ILocalizationString * >( pString ) )
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{
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}
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CMutableLocalizationString( const CMutableLocalizationString &other )
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{
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m_bMutable = true;
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if ( other.m_pString )
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{
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m_pString = UILocalize()->CloneString( other.m_pString->GetOwningPanel(), other.m_pString );
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}
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else
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{
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m_pString = NULL;
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}
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}
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~CMutableLocalizationString()
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{
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Clear();
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}
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const ILocalizationString *Get() const
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{
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return m_pString;
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}
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ILocalizationString *GetMutable()
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{
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if ( m_bMutable || !m_pString )
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return m_pString;
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ILocalizationString *pOldString = m_pString;
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m_pString = UILocalize()->CloneString( pOldString->GetOwningPanel(), pOldString );
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m_bMutable = true;
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pOldString->Release();
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return m_pString;
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}
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void Clear()
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{
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if ( m_pString )
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{
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m_pString->Release();
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m_pString = NULL;
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}
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}
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const ILocalizationString *Extract()
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{
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const ILocalizationString *pString = m_pString;
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m_pString = NULL;
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return pString;
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}
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ILocalizationString *ExtractMutable()
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{
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ILocalizationString *pString = GetMutable();
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m_pString = NULL;
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return pString;
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}
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// The -> operator is only overloaded to return a const string. If you need a mutable version, you must call GetMutable directly.
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const ILocalizationString *operator ->() const
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{
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return Get();
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}
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explicit operator bool() const
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{
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return Get() != NULL;
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}
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bool operator ==( const CMutableLocalizationString &other ) const
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{
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return m_pString == other.m_pString;
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}
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bool operator !=( const CMutableLocalizationString &other ) const
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{
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return !( *this == other );
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}
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bool operator ==( const ILocalizationString *pString ) const
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{
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return m_pString == pString;
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}
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bool operator !=( const ILocalizationString *pString ) const
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{
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return !( *this == pString );
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}
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CMutableLocalizationString &operator =( const CMutableLocalizationString &other )
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{
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if ( other.m_pString == m_pString )
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return *this;
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Clear();
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m_bMutable = true;
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if ( other.m_pString )
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{
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m_pString = UILocalize()->CloneString( other.m_pString->GetOwningPanel(), other.m_pString );
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}
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else
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{
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m_pString = NULL;
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}
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return *this;
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}
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CMutableLocalizationString &operator =( const ILocalizationString *pString )
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{
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if ( m_pString == pString )
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return *this;
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Clear();
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m_bMutable = false;
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m_pString = const_cast< ILocalizationString * >( pString );
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return *this;
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}
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private:
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bool m_bMutable;
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ILocalizationString *m_pString;;
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};
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} // namespace panorama
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#endif // PANORAMA_ILOCALIZE_H
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