Rewrote CStringTable (currently doesn't compile)

This commit is contained in:
Aruki 2018-12-20 02:46:46 -07:00
parent 02e4e47fb2
commit e92a9fc6b0
10 changed files with 396 additions and 188 deletions

2
externals/LibCommon vendored

@ -1 +1 @@
Subproject commit 47d83075e0fb20786ad28c2e945a204ed1837856
Subproject commit 6557c54f799c3bbb16900d2d98a75e9533a6f80d

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@ -110,6 +110,7 @@ HEADERS += \
Resource/Script/CScriptObject.h \
Resource/Script/CScriptTemplate.h \
Resource/Script/EVolumeShape.h \
Resource/StringTable/CStringTable.h \
Resource/CCollisionMesh.h \
Resource/CCollisionMeshGroup.h \
Resource/CFont.h \
@ -119,7 +120,6 @@ HEADERS += \
Resource/CMaterialSet.h \
Resource/CResource.h \
Resource/CScan.h \
Resource/CStringTable.h \
Resource/CTexture.h \
Resource/CWorld.h \
Resource/EResType.h \
@ -247,7 +247,8 @@ HEADERS += \
Resource/Script/Property/CGuidProperty.h \
Resource/Script/CGameTemplate.h \
Resource/Script/NPropertyMap.h \
Resource/Script/NGameList.h
Resource/Script/NGameList.h \
Resource/StringTable/ELanguage.h
# Source Files
SOURCES += \
@ -358,7 +359,8 @@ SOURCES += \
Resource/Script/Property/CFlagsProperty.cpp \
Resource/Script/CGameTemplate.cpp \
Resource/Script/NPropertyMap.cpp \
Resource/Script/NGameList.cpp
Resource/Script/NGameList.cpp \
Resource/StringTable/CStringTable.cpp
# Codegen
CODEGEN_DIR = $$EXTERNALS_DIR/CodeGen

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@ -2,9 +2,9 @@
#define CSCAN_H
#include "CResource.h"
#include "CStringTable.h"
#include "TResPtr.h"
#include "Core/Resource/Animation/CAnimationParameters.h"
#include "Core/Resource/StringTable/CStringTable.h"
#include <Common/EGame.h>
class CScan : public CResource

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@ -1,180 +0,0 @@
#ifndef CSTRINGTABLE_H
#define CSTRINGTABLE_H
#include "CResource.h"
#include <Common/BasicTypes.h>
#include <Common/CFourCC.h>
#include <Common/TString.h>
#include <vector>
class CStringTable : public CResource
{
DECLARE_RESOURCE_TYPE(StringTable)
friend class CStringLoader;
std::vector<TString> mStringNames;
uint32 mNumStrings;
struct SLangTable
{
CFourCC Language;
std::vector<TString> Strings;
};
std::vector<SLangTable> mLangTables;
public:
CStringTable(CResourceEntry *pEntry = 0) : CResource(pEntry) {}
inline uint32 NumStrings() const { return mNumStrings; }
inline uint32 NumLanguages() const { return mLangTables.size(); }
inline CFourCC LanguageTag(uint32 Index) const { return mLangTables[Index].Language; }
inline TString String(uint32 LangIndex, uint32 StringIndex) const { return mLangTables[LangIndex].Strings[StringIndex]; }
inline TString StringName(uint32 StringIndex) const { return mStringNames[StringIndex]; }
TString String(CFourCC Lang, uint32 StringIndex) const
{
for (uint32 iLang = 0; iLang < NumLanguages(); iLang++)
{
if (LanguageTag(iLang) == Lang)
return String(iLang, StringIndex);
}
return TString();
}
CDependencyTree* BuildDependencyTree() const
{
// STRGs can reference FONTs with the &font=; formatting tag and TXTRs with the &image=; tag
CDependencyTree *pTree = new CDependencyTree();
EIDLength IDLength = (Game() <= EGame::Echoes ? k32Bit : k64Bit);
for (uint32 iLang = 0; iLang < mLangTables.size(); iLang++)
{
const SLangTable& rkTable = mLangTables[iLang];
for (uint32 iStr = 0; iStr < rkTable.Strings.size(); iStr++)
{
const TString& rkStr = rkTable.Strings[iStr];
for (uint32 TagIdx = rkStr.IndexOf('&'); TagIdx != -1; TagIdx = rkStr.IndexOf('&', TagIdx + 1))
{
// Check for double ampersand (escape character in DKCR, not sure about other games)
if (rkStr.At(TagIdx + 1) == '&')
{
TagIdx++;
continue;
}
// Get tag name and parameters
uint32 NameEnd = rkStr.IndexOf('=', TagIdx);
uint32 TagEnd = rkStr.IndexOf(';', TagIdx);
if (NameEnd == -1 || TagEnd == -1) continue;
TString TagName = rkStr.SubString(TagIdx + 1, NameEnd - TagIdx - 1);
TString ParamString = rkStr.SubString(NameEnd + 1, TagEnd - NameEnd - 1);
if (ParamString.IsEmpty()) continue;
// Font
if (TagName == "font")
{
if (Game() >= EGame::CorruptionProto)
{
ASSERT(ParamString.StartsWith("0x"));
ParamString = ParamString.ChopFront(2);
}
ASSERT(ParamString.Size() == IDLength * 2);
pTree->AddDependency( CAssetID::FromString(ParamString) );
}
// Image
else if (TagName == "image")
{
// Determine which params are textures based on image type
TStringList Params = ParamString.Split(",");
TString ImageType = Params.front();
uint32 TexturesStart = -1;
if (ImageType == "A")
TexturesStart = 2;
else if (ImageType == "SI")
TexturesStart = 3;
else if (ImageType == "SA")
TexturesStart = 4;
else if (ImageType == "B")
TexturesStart = 2;
else if (ImageType.IsHexString(false, IDLength * 2))
TexturesStart = 0;
else
{
errorf("Unrecognized image type: %s", *ImageType);
continue;
}
// Load texture IDs
TStringList::iterator Iter = Params.begin();
for (uint32 iParam = 0; iParam < Params.size(); iParam++, Iter++)
{
if (iParam >= TexturesStart)
{
TString Param = *Iter;
if (Game() >= EGame::CorruptionProto)
{
ASSERT(Param.StartsWith("0x"));
Param = Param.ChopFront(2);
}
ASSERT(Param.Size() == IDLength * 2);
pTree->AddDependency( CAssetID::FromString(Param) );
}
}
}
}
}
}
return pTree;
}
static TString StripFormatting(const TString& rkStr)
{
TString Out = rkStr;
int TagStart = -1;
for (uint32 iChr = 0; iChr < Out.Size(); iChr++)
{
if (Out[iChr] == '&')
{
if (TagStart == -1)
TagStart = iChr;
else
{
Out.Remove(TagStart, 1);
TagStart = -1;
iChr--;
}
}
else if (TagStart != -1 && Out[iChr] == ';')
{
int TagEnd = iChr + 1;
int TagLen = TagEnd - TagStart;
Out.Remove(TagStart, TagLen);
iChr = TagStart - 1;
TagStart = -1;
}
}
return Out;
}
};
#endif // CSTRINGTABLE_H

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@ -3,9 +3,9 @@
#include "CResource.h"
#include "CSavedStateID.h"
#include "CStringTable.h"
#include "Core/Resource/Area/CGameArea.h"
#include "Core/Resource/Model/CModel.h"
#include "Core/Resource/StringTable/CStringTable.h"
#include <Common/Math/CTransform4f.h>
class CWorld : public CResource

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@ -2,8 +2,8 @@
#define CSTRINGLOADER_H
#include "Core/GameProject/CResourceStore.h"
#include "Core/Resource/CStringTable.h"
#include "Core/Resource/TResPtr.h"
#include "Core/Resource/StringTable/CStringTable.h"
#include <Common/EGame.h>
class CStringLoader

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@ -7,7 +7,6 @@
#include "CPoiToWorld.h"
#include "CResource.h"
#include "CScan.h"
#include "CStringTable.h"
#include "CTexture.h"
#include "CWorld.h"
#include "Core/Resource/Animation/CAnimation.h"
@ -16,6 +15,7 @@
#include "Core/Resource/Animation/CSkin.h"
#include "Core/Resource/Area/CGameArea.h"
#include "Core/Resource/Model/CModel.h"
#include "Core/Resource/StringTable/CStringTable.h"
#endif // RESOURCES_H

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@ -0,0 +1,282 @@
#include "CStringTable.h"
#include <algorithm>
#include <iterator>
/**
* Listing of supported languages for different engine versions. Note we ignore the "unused" languages.
* This is also the order that languages appear in game STRG assets.
*/
// Supported languages in the original NTSC release of Metroid Prime
const ELanguage gkSupportedLanguagesMP1[] =
{
ELanguage::English
};
// Supported languages in the PAL version of Metroid Prime, and also Metroid Prime 2
const ELanguage gkSupportedLanguagesMP1PAL[] =
{
ELanguage::English, ELanguage::French, ELanguage::German,
ELanguage::Spanish, ELanguage::Italian, ELanguage::Japanese
};
// Supported languages in Metroid Prime 3
const ELanguage gkSupportedLanguagesMP3[] =
{
ELanguage::English, ELanguage::German, ELanguage::French,
ELanguage::Spanish, ELanguage::Italian, ELanguage::Japanese
};
// Supported languages in DKCR
const ELanguage gkSupportedLanguagesDKCR[] =
{
ELanguage::English, ELanguage::Japanese, ELanguage::German,
ELanguage::French, ELanguage::Spanish, ELanguage::Italian,
ELanguage::UKEnglish, ELanguage::Korean,
ELanguage::NAFrench, ELanguage::NASpanish
};
// Utility function - retrieve the index of a given language
static int FindLanguageIndex(CStringTable* pInTable, ELanguage InLanguage)
{
for (uint LanguageIdx = 0; LanguageIdx < pInTable->NumLanguages(); LanguageIdx++)
{
if (pInTable->LanguageByIndex(LanguageIdx) == InLanguage)
{
return LanguageIdx;
}
}
return -1;
}
/** Returns a string given a language/index pair */
TString CStringTable::GetString(ELanguage Language, uint StringIndex) const
{
int LanguageIdx = FindLanguageIndex(this, Language);
if (LanguageIdx >= 0 && mLanguages[LanguageIdx].Strings.size() > StringIndex)
{
return mLanguages[LanguageIdx].Strings[StringIndex];
}
else
{
return "";
}
}
/** Updates a string for a given language */
void CStringTable::SetString(ELanguage Language, uint StringIndex, const TString& kNewString)
{
int LanguageIdx = FindLanguageIndex(this, Language);
if (LanguageIdx >= 0 && mLanguages[LanguageIdx].Strings.size() > StringIndex)
{
mLanguages[LanguageIdx].Strings[StringIndex] = kNewString;
}
}
/** Updates a string name */
void CStringTable::SetStringName(uint StringIndex, const TString& kNewName)
{
// Sanity check - make sure the string index is valid
ASSERT( NumStrings() > StringIndex );
// Expand the name listing if needed and assign the name
if (mStringNames.size() <= StringIndex)
{
mStringNames.resize( StringIndex + 1 );
}
mStringNames[StringIndex] = kNewName;
}
/** Configures the string table with default languages for the game/region pairing of the resource */
void CStringTable::ConfigureDefaultLanguages()
{
//@todo; this should be called on all newly created string tables
}
/** Serialize resource data */
void CStringTable::Serialize(IArchive& Arc)
{
Arc << SerialParameter("StringNames", mStringNames, SH_Optional)
<< SerialParameter("Languages", mLanguages);
}
/** Build the dependency tree for this resource */
CDependencyTree* CStringTable::BuildDependencyTree() const
{
// STRGs can reference FONTs with the &font=; formatting tag and TXTRs with the &image=; tag
CDependencyTree* pTree = new CDependencyTree();
EIDLength IDLength = CAssetID::GameIDLength( Game() );
for (uint LanguageIdx = 0; LanguageIdx < mLanguages.size(); LanguageIdx++)
{
const SLanguageData& kLanguage = mLanguages[LanguageIdx];
for (uint StringIdx = 0; StringIdx < kLanguage.Strings.size(); StringIdx++)
{
const TString& kString = kLanguage.Strings[StringIdx];
for (int TagIdx = kString.IndexOf('&'); TagIdx != -1; TagIdx = kString.IndexOf('&', TagIdx + 1))
{
// Check for double ampersand (escape character in DKCR, not sure about other games)
if (kString.At(TagIdx + 1) == '&')
{
TagIdx++;
continue;
}
// Get tag name and parameters
int NameEnd = kString.IndexOf('=', TagIdx);
int TagEnd = kString.IndexOf(';', TagIdx);
if (NameEnd == -1 || TagEnd == -1) continue;
TString TagName = kString.SubString(TagIdx + 1, NameEnd - TagIdx - 1);
TString ParamString = kString.SubString(NameEnd + 1, TagEnd - NameEnd - 1);
if (ParamString.IsEmpty()) continue;
// Font
if (TagName == "font")
{
if (Game() >= EGame::CorruptionProto)
{
ASSERT(ParamString.StartsWith("0x"));
ParamString = ParamString.ChopFront(2);
}
ASSERT(ParamString.Size() == IDLength * 2);
pTree->AddDependency( CAssetID::FromString(ParamString) );
}
// Image
else if (TagName == "image")
{
// Determine which params are textures based on image type
TStringList Params = ParamString.Split(",");
TString ImageType = Params.front();
int TexturesStart = -1;
if (ImageType == "A")
TexturesStart = 2;
else if (ImageType == "SI")
TexturesStart = 3;
else if (ImageType == "SA")
TexturesStart = 4;
else if (ImageType == "B")
TexturesStart = 2;
else if (ImageType.IsHexString(false, IDLength * 2))
TexturesStart = 0;
else
{
errorf("Unrecognized image type: %s", *ImageType);
continue;
}
// Load texture IDs
TStringList::iterator Iter = Params.begin();
for (uint ParamIdx = 0; ParamIdx < Params.size(); ParamIdx++, Iter++)
{
if (ParamIdx >= TexturesStart)
{
TString Param = *Iter;
if (Game() >= EGame::CorruptionProto)
{
ASSERT(Param.StartsWith("0x"));
Param = Param.ChopFront(2);
}
ASSERT(Param.Size() == IDLength * 2);
pTree->AddDependency( CAssetID::FromString(Param) );
}
}
}
}
}
}
return pTree;
}
/** Static - Strip all formatting tags for a given string */
TString CStringTable::StripFormatting(const TString& kInString)
{
TString Out = kInString;
int TagStart = -1;
for (uint CharIdx = 0; CharIdx < Out.Size(); CharIdx++)
{
if (Out[CharIdx] == '&')
{
if (TagStart == -1)
TagStart = CharIdx;
else
{
Out.Remove(TagStart, 1);
TagStart = -1;
CharIdx--;
}
}
else if (TagStart != -1 && Out[CharIdx] == ';')
{
int TagEnd = CharIdx + 1;
int TagLen = TagEnd - TagStart;
Out.Remove(TagStart, TagLen);
CharIdx = TagStart - 1;
TagStart = -1;
}
}
return Out;
}
/** Static - Returns whether a given language is supported by the given game/region combination */
bool CStringTable::IsLanguageSupported(ELanguage Language, EGame Game, ERegion Region)
{
// Pick the correct array to iterate based on which game/region was requested.
const ELanguage* pkSupportedLanguages = nullptr;
uint NumLanguages = 0;
if (Game <= EGame::Prime && Region == ERegion::NTSC)
{
return (Language == ELanguage::English);
}
else if (Game <= EGame::CorruptionProto)
{
pkSupportedLanguages = &gkSupportedLanguagesMP1PAL[0];
NumLanguages = ARRAY_SIZE( gkSupportedLanguagesMP1PAL );
}
else if (Game <= EGame::Corruption)
{
pkSupportedLanguages = &gkSupportedLanguagesMP3[0];
NumLanguages = ARRAY_SIZE( gkSupportedLanguagesMP3 );
}
else if (Game <= EGame::DKCReturns)
{
pkSupportedLanguages = &gkSupportedLanguagesDKCR[0];
NumLanguages = ARRAY_SIZE( gkSupportedLanguagesDKCR );
}
ASSERT(pkSupportedLangages);
ASSERT(NumLanguages > 0);
// Check if the requested language is in the array.
for (uint LanguageIdx = 0; LanguageIdx < NumLanguages; LanguageIdx++)
{
if (pkSupportedLanguages[LanguageIdx] == Language)
{
return true;
}
}
// Unsupported
return false;
}

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@ -0,0 +1,75 @@
#ifndef CSTRINGTABLE_H
#define CSTRINGTABLE_H
#include "ELanguage.h"
#include "Core/Resource/CResource.h"
#include <Common/BasicTypes.h>
#include <Common/CFourCC.h>
#include <Common/TString.h>
#include <vector>
/** A table of localized strings from STRG assets */
class CStringTable : public CResource
{
DECLARE_RESOURCE_TYPE(StringTable)
friend class CStringLoader;
/** List of string names. Optional data, can be empty. */
std::vector<TString> mStringNames;
/** String data for a language */
struct SLanguageData
{
ELanguage Language;
std::vector<TString> Strings;
void Serialize(IArchive& Arc)
{
Arc << SerialParameter("Language", Language)
<< SerialParameter("Strings", Strings);
}
};
std::vector<SLanguageData> mLanguages;
public:
/** Constructor */
CStringTable(CResourceEntry *pEntry = 0) : CResource(pEntry) {}
/** Returns the number of languages in the table */
inline uint NumLanguages() const { return mLanguages.size(); }
/** Returns the number of strings in the table */
inline uint NumStrings() const { return mLanguages.empty() ? 0 : mLanguages[0].Strings.size(); }
/** Returns languages used by index */
inline ELanguage LanguageByIndex(uint Index) const { return mLanguages.size() > Index ? mLanguages[Index].Language : ELanguage::Invalid; }
/** Returns the string name by string index. May be blank if the string at the requested index is unnamed */
inline TString StringNameByIndex(uint Index) const { return mStringNames.size() > Index ? mStringNames[Index] : ""; }
/** Returns a string given a language/index pair */
TString GetString(ELanguage Language, uint StringIndex) const;
/** Updates a string for a given language */
void SetString(ELanguage Language, uint StringIndex, const TString& kNewString);
/** Updates a string name */
void SetStringName(uint StringIndex, const TString& kNewName);
/** Configures the string table with default languages for the game/region pairing of the resource */
void ConfigureDefaultLanguages();
/** Serialize resource data */
virtual void Serialize(IArchive& Arc);
/** Build the dependency tree for this resource */
virtual CDependencyTree* BuildDependencyTree() const;
/** Static - Strip all formatting tags for a given string */
static TString StripFormatting(const TString& kInString);
/** Static - Returns whether a given language is supported by the given game/region combination */
static bool IsLanguageSupported(ELanguage Language, EGame Game, ERegion Region);
};
#endif // CSTRINGTABLE_H

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@ -0,0 +1,29 @@
#ifndef ELANGUAGE_H
#define ELANGUAGE_H
#include <Common/CFourCC.h>
/** A language in the game's localization system */
enum class ELanguage
{
// The original release of Metroid Prime only supported English
English = FOURCC('ENGL'),
// Support for these languages was added in the PAL version of Metroid Prime
German = FOURCC('GERM'),
French = FOURCC('FREN'),
Spanish = FOURCC('SPAN'),
Italian = FOURCC('ITAL'),
Dutch = FOURCC('DUTC'), // Unused
Japanese = FOURCC('JAPN'),
// The rest of these languages were added in Metroid Prime 3
SimplifiedChinese = FOURCC('SCHN'), // Unused
TraditionalChinese = FOURCC('TCHN'), // Unused
UKEnglish = FOURCC('UKEN'),
Korean = FOURCC('KORE'),
NAFrench = FOURCC('NAFR'),
NASpanish = FOURCC('NASP'),
// Invalid
Invalid = FOURCC('INVD')
};
#endif // ELANGUAGE_H