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