mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Rename _current_data to _current_gamestrings_data.
parent
ae51308615
commit
35cd05b27d
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@ -311,7 +311,7 @@ void GameStrings::Compile()
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}
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/** The currently loaded game strings. */
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std::shared_ptr<GameStrings> _current_data = nullptr;
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std::shared_ptr<GameStrings> _current_gamestrings_data = nullptr;
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/**
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* Get the string pointer of a particular game string.
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@ -320,8 +320,8 @@ std::shared_ptr<GameStrings> _current_data = nullptr;
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*/
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std::string_view GetGameStringPtr(StringIndexInTab id)
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{
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if (_current_data == nullptr || _current_data->cur_language == nullptr || id.base() >= _current_data->cur_language->lines.size()) return GetStringPtr(STR_UNDEFINED);
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return _current_data->cur_language->lines[id];
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if (_current_gamestrings_data == nullptr || _current_gamestrings_data->cur_language == nullptr || id.base() >= _current_gamestrings_data->cur_language->lines.size()) return GetStringPtr(STR_UNDEFINED);
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return _current_gamestrings_data->cur_language->lines[id];
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}
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/**
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@ -334,8 +334,8 @@ const StringParams &GetGameStringParams(StringIndexInTab id)
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/* An empty result for STR_UNDEFINED. */
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static StringParams empty;
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if (id.base() >= _current_data->string_params.size()) return empty;
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return _current_data->string_params[id];
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if (id.base() >= _current_gamestrings_data->string_params.size()) return empty;
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return _current_gamestrings_data->string_params[id];
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}
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/**
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@ -348,8 +348,8 @@ const std::string &GetGameStringName(StringIndexInTab id)
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/* The name for STR_UNDEFINED. */
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static const std::string undefined = "STR_UNDEFINED";
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if (id.base() >= _current_data->string_names.size()) return undefined;
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return _current_data->string_names[id];
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if (id.base() >= _current_gamestrings_data->string_names.size()) return undefined;
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return _current_gamestrings_data->string_names[id];
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}
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/**
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@ -358,8 +358,8 @@ const std::string &GetGameStringName(StringIndexInTab id)
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*/
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void RegisterGameTranslation(Squirrel *engine)
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{
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_current_data = LoadTranslations();
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if (_current_data == nullptr) return;
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_current_gamestrings_data = LoadTranslations();
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if (_current_gamestrings_data == nullptr) return;
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HSQUIRRELVM vm = engine->GetVM();
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sq_pushroottable(vm);
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@ -367,7 +367,7 @@ void RegisterGameTranslation(Squirrel *engine)
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if (SQ_FAILED(sq_get(vm, -2))) return;
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int idx = 0;
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for (const auto &p : _current_data->string_names) {
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for (const auto &p : _current_gamestrings_data->string_names) {
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sq_pushstring(vm, p, -1);
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sq_pushinteger(vm, idx);
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sq_rawset(vm, -3);
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@ -384,15 +384,15 @@ void RegisterGameTranslation(Squirrel *engine)
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*/
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void ReconsiderGameScriptLanguage()
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{
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if (_current_data == nullptr) return;
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if (_current_gamestrings_data == nullptr) return;
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std::string language = FS2OTTD(_current_language->file.stem());
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for (auto &p : _current_data->compiled_strings) {
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for (auto &p : _current_gamestrings_data->compiled_strings) {
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if (p.language == language) {
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_current_data->cur_language = &p;
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_current_gamestrings_data->cur_language = &p;
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return;
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}
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}
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_current_data->cur_language = &_current_data->compiled_strings[0];
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_current_gamestrings_data->cur_language = &_current_gamestrings_data->compiled_strings[0];
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}
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@ -113,7 +113,7 @@ struct GSDTChunkHandler : ChunkHandler {
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}
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};
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extern std::shared_ptr<GameStrings> _current_data;
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extern std::shared_ptr<GameStrings> _current_gamestrings_data;
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static std::string _game_saveload_string;
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static uint32_t _game_saveload_strings;
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@ -159,21 +159,21 @@ struct GSTRChunkHandler : ChunkHandler {
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{
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const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_language_desc, _game_language_sl_compat);
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_current_data = std::make_shared<GameStrings>();
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_current_gamestrings_data = std::make_shared<GameStrings>();
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while (SlIterateArray() != -1) {
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LanguageStrings ls;
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SlObject(&ls, slt);
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_current_data->raw_strings.push_back(std::move(ls));
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_current_gamestrings_data->raw_strings.push_back(std::move(ls));
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}
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/* If there were no strings in the savegame, set GameStrings to nullptr */
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if (_current_data->raw_strings.empty()) {
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_current_data.reset();
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if (_current_gamestrings_data->raw_strings.empty()) {
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_current_gamestrings_data.reset();
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return;
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}
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_current_data->Compile();
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_current_gamestrings_data->Compile();
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ReconsiderGameScriptLanguage();
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}
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@ -181,11 +181,11 @@ struct GSTRChunkHandler : ChunkHandler {
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{
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SlTableHeader(_game_language_desc);
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if (_current_data == nullptr) return;
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if (_current_gamestrings_data == nullptr) return;
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for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
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for (uint i = 0; i < _current_gamestrings_data->raw_strings.size(); i++) {
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SlSetArrayIndex(i);
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SlObject(&_current_data->raw_strings[i], _game_language_desc);
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SlObject(&_current_gamestrings_data->raw_strings[i], _game_language_desc);
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}
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}
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};
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