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#pragma once
#include <set>
#include <functional>
#ifndef __PS3__
typedef function<wstring(void)> StringBuilder;
#else
class StringBuilderCore
{
public:
virtual wstring getString() = 0;
};
struct StringBuilder
{
shared_ptr<StringBuilderCore> m_coreBuilder;
virtual wstring operator()() { return m_coreBuilder->getString(); }
StringBuilder() {}
StringBuilder(StringBuilderCore *core) { m_coreBuilder = shared_ptr<StringBuilderCore>(core); }
};
class IdsStringBuilder : public StringBuilderCore
{
const int m_ids;
public:
IdsStringBuilder(int ids) : m_ids(ids) {}
virtual wstring getString(void) { return app.GetString(m_ids); }
};
#endif
using namespace std;
class UIString
{
protected:
static int s_currentLanguage;
static int s_currentLocale;
public:
static bool setCurrentLanguage();
static int getCurrentLanguage();
protected:
class UIStringCore : public enable_shared_from_this<UIStringCore>
{
private:
int m_lastSetLanguage;
int m_lastSetLocale;
int m_lastUpdatedLanguage;
int m_lastUpdatedLocale;
wstring m_wstrCache;
bool m_bIsConstant;
StringBuilder m_fStringBuilder;
public:
UIStringCore(StringBuilder wstrBuilder);
UIStringCore(const wstring &str);
wstring &getString();
bool hasNewString();
bool update(bool force);
bool needsUpdating();
void setUpdated();
};
shared_ptr<UIStringCore> m_core;
public:
UIString();
UIString(int ids); // Create a dynamic UI string from a string id value.
UIString(StringBuilder wstrBuilder); // Create a dynamic UI string with a custom update function.
// Create a UIString with a constant value.
UIString(const string &constant);
UIString(const wstring &constant);
UIString(const wchar_t *constant);
~UIString();
bool empty();
bool compare(const UIString &uiString);
bool needsUpdating(); // Language has been change since the last time setUpdated was called.
void setUpdated(); // The new text has been used.
wstring &getString();
const wchar_t *c_str();
unsigned int length();
};
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