Files
jak-project/goalc/data_compiler/game_text.h
T
ManDude a7eee4fdc9 [game] pc port progress menu (#1281)
* fix typo

* more typo

* shorten discord rpc text

* allow expanding enums after the fact (untested)

* make `game_text` work similar to subtitles

* update progress decomp

* update some types + `do-not-decompile` in bitfield

* fixes and fall back to original progress code

* update `progress` decomp with new enums

* update config files

* fix enums and debug menu

* always allocate (but not use) a lot of particles

* small rework to display mode options

* revert resolution/aspect-ratio symbol mess

* begin the override stuff

* make `progress-draw` more readable

* more fixes

* codacy good boy points

* first step overriding code

* finish progress overrides, game options menu fully functional!

* minor fixes

* Update game.gp

* Update sparticle-launcher.gc

* clang

* change camera controls text

* oops

* some cleanup

* derp

* nice job

* implement menu scrolling lol

* make scrollable menus less cramped, fix arrows

* make some carousell things i guess

* add msaa carousell to test

* oops

* Update progress-pc.gc

* make `pc-get-screen-size` (untested)

* resolution menu

* input fixes

* return when selecting resolution

* scroll fixes

* Update progress-pc.gc

* add "fit to screen" button

* bug

* complete resolutions menu

* aspect ratio menu

* subtitles language

* subtitle speaker

* final adjustments

* ref test

* fix tests

* fix ref!

* reduce redundancy a bit

* fix mem leaks?

* save settings on progress exit

* fix init reorder

* remove unused code

* rename goal project-like files to the project extension

* sha display toggle

* aspect ratio settings fixes

* dont store text db's in compiler

* properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00

63 lines
1.8 KiB
C++

#pragma once
#include "common/util/FontUtils.h"
#include "common/util/Assert.h"
#include <string>
#include <map>
#include <unordered_map>
#include <unordered_set>
#include <memory>
class GameTextBank {
public:
GameTextBank(int lang_id) : m_lang_id(lang_id) {}
int lang() const { return m_lang_id; }
const std::map<int, std::string>& lines() const { return m_lines; }
bool line_exists(int id) const { return m_lines.find(id) != m_lines.end(); }
std::string line(int id) { return m_lines.at(id); }
void set_line(int id, std::string line) { m_lines[id] = line; }
private:
int m_lang_id;
std::map<int, std::string> m_lines;
};
/*!
* The text database contains a text bank for each language for each text group.
* Each text bank contains a list of text lines. Very simple.
*/
class GameTextDB {
public:
const std::unordered_map<std::string, std::map<int, std::shared_ptr<GameTextBank>>>& groups()
const {
return m_banks;
}
const std::map<int, std::shared_ptr<GameTextBank>>& banks(std::string group) const {
return m_banks.at(group);
}
bool bank_exists(std::string group, int id) const {
if (m_banks.find(group) == m_banks.end())
return false;
return m_banks.at(group).find(id) != m_banks.at(group).end();
}
std::shared_ptr<GameTextBank> add_bank(std::string group, std::shared_ptr<GameTextBank> bank) {
ASSERT(!bank_exists(group, bank->lang()));
m_banks[group][bank->lang()] = bank;
return bank;
}
std::shared_ptr<GameTextBank> bank_by_id(std::string group, int id) {
if (!bank_exists(group, id)) {
return nullptr;
}
return m_banks.at(group).at(id);
}
private:
std::unordered_map<std::string, std::map<int, std::shared_ptr<GameTextBank>>> m_banks;
};
void compile_game_text(const std::vector<std::string>& filenames, GameTextVersion text_ver);