Updated language gen tool to match vn scene gen style and rollup
This commit is contained in:
BIN
assets/games/tictactoe/font/BIZUDPGothic-Bold.ttf
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assets/games/tictactoe/font/BIZUDPGothic-Bold.ttf
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Binary file not shown.
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assets/games/tictactoe/font/BIZUDPGothic-Regular.ttf
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assets/games/tictactoe/font/BIZUDPGothic-Regular.ttf
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93
assets/games/tictactoe/font/OFL.txt
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93
assets/games/tictactoe/font/OFL.txt
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@ -0,0 +1,93 @@
|
||||
Copyright 2022 The BIZ UDGothic Project Authors (https://github.com/googlefonts/morisawa-biz-ud-mincho)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
9
assets/games/tictactoe/locale/en.xml
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9
assets/games/tictactoe/locale/en.xml
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@ -0,0 +1,9 @@
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<language lang="en">
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<string key="undefined">Hello Undefined</string>
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<group key="test">
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<group key="whatever">
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<string key="something">Some text</string>
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</group>
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<string key="other">Other string</string>
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</group>
|
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</language>
|
@ -8,7 +8,7 @@ if(NOT DEFINED DAWN_BUILD_TARGET)
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if(WIN32)
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set(DAWN_BUILD_TARGET "target-pokergame-win32-glfw")
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elseif(UNIX AND NOT APPLE)
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set(DAWN_BUILD_TARGET "target-pokergame-linux64-glfw")
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set(DAWN_BUILD_TARGET "target-tictactoe-linux64-glfw")
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endif()
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endif()
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|
@ -0,0 +1,8 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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set(DAWN_BUILDING dawntictactoe CACHE INTERNAL ${DAWN_CACHE_TARGET})
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set(DAWN_TARGET_LINUX64 true CACHE INTERNAL ${DAWN_CACHE_TARGET})
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set(DAWN_TARGET_GLFW true CACHE INTERNAL ${DAWN_CACHE_TARGET})
|
@ -1,38 +1,38 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
|
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "prefab/SceneItemPrefab.hpp"
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#include "display/mesh/CubeMesh.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/MeshHost.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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#include "scene/components/example/ExampleSpin.hpp"
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namespace Dawn {
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class SimpleSpinningCubePrefab :
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public SceneItemPrefab<SimpleSpinningCubePrefab>
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{
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public:
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std::vector<Asset*> prefabAssets(AssetManager *man) {
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return std::vector<Asset*>();
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}
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SimpleSpinningCubePrefab(Scene *s, sceneitemid_t i) :
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SceneItemPrefab(s, i)
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{
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}
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void prefabInit(AssetManager *man) override {
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auto meshRenderer = this->addComponent<MeshRenderer>();
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auto meshHost = this->addComponent<MeshHost>();
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auto spinning = this->addComponent<ExampleSpin>();
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auto material = this->addComponent<SimpleTexturedMaterial>();
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meshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
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CubeMesh::buffer(&meshHost->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
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}
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};
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "prefab/SceneItemPrefab.hpp"
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#include "display/mesh/CubeMesh.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/MeshHost.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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#include "scene/components/example/ExampleSpin.hpp"
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namespace Dawn {
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class SimpleSpinningCubePrefab :
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public SceneItemPrefab<SimpleSpinningCubePrefab>
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{
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public:
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static std::vector<Asset*> prefabAssets(AssetManager *man) {
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return std::vector<Asset*>();
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}
|
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|
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SimpleSpinningCubePrefab(Scene *s, sceneitemid_t i) :
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SceneItemPrefab(s, i)
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{
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}
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void prefabInit(AssetManager *man) override {
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auto meshRenderer = this->addComponent<MeshRenderer>();
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auto meshHost = this->addComponent<MeshHost>();
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auto spinning = this->addComponent<ExampleSpin>();
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auto material = this->addComponent<SimpleTexturedMaterial>();
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meshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
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CubeMesh::buffer(&meshHost->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
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}
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};
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}
|
33
src/dawn/scenes/TestScene.hpp
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33
src/dawn/scenes/TestScene.hpp
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@ -0,0 +1,33 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/Scene.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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namespace Dawn {
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class TestScene : public Scene {
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protected:
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Camera *camera;
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SimpleSpinningCubePrefab *cube;
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void stage() override {
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camera = Camera::create(this);
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camera->transform->lookAt(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0));
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||||
cube = SimpleSpinningCubePrefab::prefabCreate(this);
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||||
}
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||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
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auto assMan = &this->game->assetManager;
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||||
std::vector<Asset*> assets;
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vectorAppend(&assets, SimpleSpinningCubePrefab::getRequiredAssets(assMan));
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return assets;
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||||
}
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|
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public:
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TestScene(DawnGame *game) : Scene(game) {}
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||||
};
|
||||
}
|
25
src/dawntictactoe/CMakeLists.txt
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25
src/dawntictactoe/CMakeLists.txt
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@ -0,0 +1,25 @@
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||||
# Copyright (c) 2023 Dominic Masters
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||||
#
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||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Set up the executable
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||||
set(DAWN_TARGET_NAME "TicTacToe" CACHE INTERNAL ${DAWN_CACHE_TARGET})
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||||
# Build Project
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add_executable(${DAWN_TARGET_NAME})
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|
||||
# Includes
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||||
target_include_directories(${DAWN_TARGET_NAME}
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||||
PUBLIC
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${CMAKE_CURRENT_LIST_DIR}
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)
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||||
|
||||
# Subdirs
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||||
add_subdirectory(game)
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||||
add_subdirectory(save)
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|
||||
# Assets
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set(DIR_GAME_ASSETS games/tictactoe)
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tool_language(locale_en ${DIR_GAME_ASSETS}/locale/en.xml)
|
10
src/dawntictactoe/game/CMakeLists.txt
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10
src/dawntictactoe/game/CMakeLists.txt
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@ -0,0 +1,10 @@
|
||||
# Copyright (c) 2023 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DAWN_TARGET_NAME}
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||||
PRIVATE
|
||||
DawnGame.cpp
|
||||
)
|
46
src/dawntictactoe/game/DawnGame.cpp
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46
src/dawntictactoe/game/DawnGame.cpp
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@ -0,0 +1,46 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "DawnGame.hpp"
|
||||
#include "scenes/TestScene.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
DawnGame::DawnGame(DawnHost *host) :
|
||||
host(host),
|
||||
renderManager(this),
|
||||
inputManager(this),
|
||||
localeManager(this),
|
||||
physicsManager(this),
|
||||
saveManager(this)
|
||||
{
|
||||
}
|
||||
|
||||
int32_t DawnGame::init() {
|
||||
this->assetManager.init();
|
||||
this->localeManager.init();
|
||||
this->renderManager.init();
|
||||
|
||||
this->scene = new TestScene(this);
|
||||
|
||||
return DAWN_GAME_INIT_RESULT_SUCCESS;
|
||||
}
|
||||
|
||||
int32_t DawnGame::update(float_t delta) {
|
||||
this->assetManager.update();
|
||||
this->inputManager.update();
|
||||
this->timeManager.update(delta);
|
||||
|
||||
if(this->scene != nullptr) this->scene->update();
|
||||
|
||||
this->renderManager.update();
|
||||
|
||||
return DAWN_GAME_UPDATE_RESULT_SUCCESS;
|
||||
}
|
||||
|
||||
void DawnGame::sceneCutover(Scene *scene) {
|
||||
if(scene == nullptr) scene = this->scene;
|
||||
this->sceneToCutTo = scene;
|
||||
}
|
31
src/dawntictactoe/game/DawnGame.hpp
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31
src/dawntictactoe/game/DawnGame.hpp
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@ -0,0 +1,31 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "game/_DawnGame.hpp"
|
||||
#include "scene/components/Components.hpp"
|
||||
#include "save/DawnGameSaveManager.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class DawnGame : public IDawnGame {
|
||||
private:
|
||||
Scene *sceneToCutTo = nullptr;
|
||||
|
||||
public:
|
||||
DawnHost *host;
|
||||
RenderManager renderManager;
|
||||
AssetManager assetManager;
|
||||
InputManager inputManager;
|
||||
TimeManager timeManager;
|
||||
LocaleManager localeManager;
|
||||
DawnGameSaveManager saveManager;
|
||||
PhysicsManager physicsManager;
|
||||
|
||||
DawnGame(DawnHost *host);
|
||||
int32_t init() override;
|
||||
int32_t update(float_t delta) override;
|
||||
void sceneCutover(Scene *scene) override;
|
||||
};
|
||||
}
|
14
src/dawntictactoe/input/InputBinds.hpp
Normal file
14
src/dawntictactoe/input/InputBinds.hpp
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@ -0,0 +1,14 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "input/InputManager.hpp"
|
||||
|
||||
#define INPUT_BIND(n) ((inputbind_t)n)
|
||||
#define INPUT_BIND_ACCEPT INPUT_BIND(1)
|
||||
#define INPUT_BIND_NEGATIVE_X INPUT_BIND(2)
|
||||
#define INPUT_BIND_POSITIVE_X INPUT_BIND(3)
|
||||
#define INPUT_BIND_NEGATIVE_Y INPUT_BIND(4)
|
||||
#define INPUT_BIND_POSITIVE_Y INPUT_BIND(5)
|
10
src/dawntictactoe/save/CMakeLists.txt
Normal file
10
src/dawntictactoe/save/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
|
||||
# Copyright (c) 2023 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DAWN_TARGET_NAME}
|
||||
PRIVATE
|
||||
DawnGameSaveManager.cpp
|
||||
)
|
28
src/dawntictactoe/save/DawnGameSaveManager.cpp
Normal file
28
src/dawntictactoe/save/DawnGameSaveManager.cpp
Normal file
@ -0,0 +1,28 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "DawnGameSaveManager.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
DawnGameSaveManager::DawnGameSaveManager(DawnGame *game) : SaveManager(game) {
|
||||
}
|
||||
|
||||
bool_t DawnGameSaveManager::validateSave(struct SaveFile raw) {
|
||||
if(!raw.has(POKER_SAVE_KEY_EXAMPLE)) return true;
|
||||
this->currentSave.copy(raw, POKER_SAVE_KEY_EXAMPLE);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void DawnGameSaveManager::setExample(int32_t val) {
|
||||
savedata_t value;
|
||||
value.i32 = val;
|
||||
this->currentSave.set(POKER_SAVE_KEY_EXAMPLE, value);
|
||||
}
|
||||
|
||||
int32_t DawnGameSaveManager::getExample() {
|
||||
return this->currentSave.get(POKER_SAVE_KEY_EXAMPLE).i32;
|
||||
}
|
22
src/dawntictactoe/save/DawnGameSaveManager.hpp
Normal file
22
src/dawntictactoe/save/DawnGameSaveManager.hpp
Normal file
@ -0,0 +1,22 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "save/SaveManager.hpp"
|
||||
|
||||
#define POKER_SAVE_KEY_EXAMPLE "poker.example"
|
||||
|
||||
namespace Dawn {
|
||||
class DawnGameSaveManager : public SaveManager {
|
||||
protected:
|
||||
virtual bool_t validateSave(struct SaveFile raw) override;
|
||||
|
||||
public:
|
||||
DawnGameSaveManager(DawnGame *game);
|
||||
|
||||
void setExample(int32_t value);
|
||||
int32_t getExample();
|
||||
};
|
||||
}
|
@ -79,10 +79,12 @@ endfunction()
|
||||
# Language Tool
|
||||
function(tool_language target in)
|
||||
add_custom_target(${target}
|
||||
COMMAND languagegen "${DAWN_ASSETS_SOURCE_DIR}/${in}" "${DAWN_ASSETS_BUILD_DIR}"
|
||||
COMMAND languagegen --input="${DAWN_ASSETS_SOURCE_DIR}/${in}" --output="${DAWN_TOOL_GENERATED_LANG_DIR}/${target}.language"
|
||||
COMMENT "Generating language set ${target} from ${in}"
|
||||
DEPENDS languagegen
|
||||
)
|
||||
tool_generatedlanguages("${DAWN_TOOL_GENERATED_LANG_DIR}/${target}.language")
|
||||
add_dependencies(${DAWN_TARGET_NAME} ${target})
|
||||
endfunction()
|
||||
|
||||
# Audio Tool
|
||||
|
@ -26,6 +26,7 @@ int32_t GeneratedLanguages::start() {
|
||||
|
||||
// Now process each language file
|
||||
std::map<std::string, std::map<std::string, std::string>> strings;
|
||||
|
||||
std::vector<std::string> knownKeys;
|
||||
auto itFiles = files.begin();
|
||||
while(itFiles != files.end()) {
|
||||
@ -84,6 +85,7 @@ int32_t GeneratedLanguages::start() {
|
||||
File langOut(flags["output"] + FILE_PATH_SEP + "language_" + itLang->first + ".language");
|
||||
bufferOut.clear();
|
||||
|
||||
|
||||
auto itKeys = knownKeys.begin();
|
||||
while(itKeys != knownKeys.end()) {
|
||||
auto key = *itKeys;
|
||||
@ -97,6 +99,7 @@ int32_t GeneratedLanguages::start() {
|
||||
}
|
||||
|
||||
// Write out.
|
||||
langOut.mkdirp();
|
||||
if(!langOut.writeString(bufferOut)) {
|
||||
std::cout << "Failed to create output file \"" + langOut.filename + "\"" << std::endl;
|
||||
return 1;
|
||||
|
@ -6,31 +6,32 @@
|
||||
# Texture Build Tool
|
||||
project(languagegen VERSION 2.0)
|
||||
add_executable(languagegen)
|
||||
|
||||
|
||||
# Sources
|
||||
target_sources(languagegen
|
||||
PRIVATE
|
||||
${DAWN_SHARED_SOURCES}
|
||||
${DAWN_TOOL_SOURCES}
|
||||
LanguageGen.cpp
|
||||
../../util/DawnTool.cpp
|
||||
../../util/File.cpp
|
||||
|
||||
../../util/file.cpp
|
||||
../../util/csv.cpp
|
||||
../../util/xml.cpp
|
||||
)
|
||||
|
||||
# Includes
|
||||
target_include_directories(languagegen
|
||||
PUBLIC
|
||||
${DAWN_SHARED_INCLUDES}
|
||||
${CMAKE_CURRENT_LIST_DIR}/../../
|
||||
${DAWN_TOOL_INCLUDES}
|
||||
${CMAKE_CURRENT_LIST_DIR}
|
||||
)
|
||||
|
||||
# Definitions
|
||||
target_compile_definitions(languagegen
|
||||
PUBLIC
|
||||
DAWN_TOOL_INSTANCE=LanguageGen
|
||||
DAWN_TOOL_HEADER="LanguageGen.hpp"
|
||||
)
|
||||
|
||||
# Libraries
|
||||
target_link_libraries(languagegen
|
||||
PUBLIC
|
||||
${DAWN_BUILD_HOST_LIBS}
|
||||
|
@ -9,162 +9,144 @@
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
int32_t LanguageGen::start() {
|
||||
if(this->args.size() != 3) {
|
||||
std::cout << "Invalid number of arguments provided to language gen!" << std::endl;
|
||||
return 1;
|
||||
std::vector<std::string> LanguageParser::getRequiredAttributes() {
|
||||
return std::vector<std::string>{ "key" };
|
||||
}
|
||||
|
||||
std::map<std::string, std::string> LanguageParser::getOptionalAttributes() {
|
||||
return std::map<std::string, std::string>();
|
||||
}
|
||||
|
||||
int32_t LanguageParser::onParse(
|
||||
Xml *node,
|
||||
std::map<std::string, std::string> values,
|
||||
struct LanguageString *out,
|
||||
std::string *error
|
||||
) {
|
||||
out->key = values["key"];
|
||||
out->text = node->value;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<std::string> LanguageGroupParser::getRequiredAttributes() {
|
||||
return std::vector<std::string>{ "key" };
|
||||
}
|
||||
|
||||
std::map<std::string, std::string> LanguageGroupParser::getOptionalAttributes() {
|
||||
return std::map<std::string, std::string>();
|
||||
}
|
||||
|
||||
int32_t LanguageGroupParser::onParse(
|
||||
Xml *node,
|
||||
std::map<std::string, std::string> values,
|
||||
struct LanguageGroup *out,
|
||||
std::string *error
|
||||
) {
|
||||
std::string key = values["key"];
|
||||
out->key += key;
|
||||
|
||||
auto it = node->children.begin();
|
||||
int32_t ret;
|
||||
while(it != node->children.end()) {
|
||||
auto c = *it;
|
||||
if(c->node == "string") {
|
||||
struct LanguageString string;
|
||||
ret = (LanguageParser()).parse(c, &string, error);
|
||||
if(ret != 0) return ret;
|
||||
|
||||
string.lang = out->lang;
|
||||
string.key = out->key + "." + string.key;
|
||||
out->strings.push_back(string);
|
||||
|
||||
} else if(c->node == "group") {
|
||||
struct LanguageGroup group;
|
||||
group.key += key + ".";
|
||||
group.lang = out->lang;
|
||||
|
||||
ret = (LanguageGroupParser()).parse(c, &group, error);
|
||||
if(ret != 0) return ret;
|
||||
vectorAppend(&out->strings, group.strings);
|
||||
|
||||
}
|
||||
++it;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<std::string> LanguageRootParser::getRequiredAttributes() {
|
||||
return std::vector<std::string>{ "lang" };
|
||||
}
|
||||
|
||||
std::map<std::string, std::string> LanguageRootParser::getOptionalAttributes() {
|
||||
return std::map<std::string, std::string>();
|
||||
}
|
||||
|
||||
int32_t LanguageRootParser::onParse(
|
||||
Xml *node,
|
||||
std::map<std::string, std::string> values,
|
||||
struct LanguageRoot *out,
|
||||
std::string *error
|
||||
) {
|
||||
int32_t ret;
|
||||
out->lang = values["lang"];
|
||||
|
||||
auto it = node->children.begin();
|
||||
while(it != node->children.end()) {
|
||||
auto c = *it;
|
||||
if(c->node == "string") {
|
||||
struct LanguageString string;
|
||||
ret = (LanguageParser()).parse(c, &string, error);
|
||||
if(ret != 0) return ret;
|
||||
string.lang = out->lang;
|
||||
out->strings.push_back(string);
|
||||
|
||||
} else if(c->node == "group") {
|
||||
struct LanguageGroup group;
|
||||
group.lang = out->lang;
|
||||
ret = (LanguageGroupParser()).parse(c, &group, error);
|
||||
if(ret != 0) return ret;
|
||||
vectorAppend(&out->strings, group.strings);
|
||||
|
||||
}
|
||||
|
||||
++it;
|
||||
}
|
||||
|
||||
auto fileIn = File(this->args[1]);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<std::string> LanguageGen::getRequiredFlags() {
|
||||
return std::vector<std::string>{ "input", "output" };
|
||||
}
|
||||
|
||||
int32_t LanguageGen::start() {
|
||||
auto fileIn = File(flags["input"]);
|
||||
std::string buffer;
|
||||
if(!fileIn.readString(&buffer)) {
|
||||
std::cout << "Failed to open/read input file " << fileIn.filename << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
auto xml = Xml::load(buffer);
|
||||
std::string error;
|
||||
struct LanguageRoot root;
|
||||
|
||||
// Begin parsing. Start by looking for the <language> tags
|
||||
std::vector<std::string> languages;
|
||||
auto itChildren = xml.children.begin();
|
||||
while(itChildren != xml.children.end()) {
|
||||
auto child = *itChildren;
|
||||
if(child->node == "language") {
|
||||
auto attrName = child->attributes.find("name");
|
||||
if(attrName == child->attributes.end()) {
|
||||
std::cout << "Missing name param on language node" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
languages.push_back(attrName->second);
|
||||
}
|
||||
++itChildren;
|
||||
auto ret = (LanguageRootParser()).parse(&xml, &root, &error);
|
||||
if(ret != 0) {
|
||||
std::cout << error << std::endl;
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Now begin actually parsing
|
||||
std::map<std::string, std::vector<struct LanguageString>> strings;
|
||||
itChildren = xml.children.begin();
|
||||
while(itChildren != xml.children.end()) {
|
||||
auto child = *itChildren;
|
||||
if(child->node == "group") {
|
||||
auto ret = this->parseGroup(child, "", &strings);
|
||||
if(ret != 0) return ret;
|
||||
} else if(child->node == "string") {
|
||||
std::cout << "String cannot be a root node" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
++itChildren;
|
||||
}
|
||||
|
||||
// Now we validate each lang has each key.
|
||||
std::vector<std::string> keys;
|
||||
auto it = strings.begin();
|
||||
while(it != strings.end()) {
|
||||
auto it2 = it->second.begin();
|
||||
while(it2 != it->second.end()) {
|
||||
auto key = it2->key;
|
||||
auto exist = std::find(keys.begin(), keys.end(), key);
|
||||
if(exist == keys.end()) {
|
||||
keys.push_back(key);
|
||||
}
|
||||
it2++;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
|
||||
// Now we actually parse each string, validating as we go.
|
||||
it = strings.begin();
|
||||
while(it != strings.end()) {
|
||||
std::vector<std::string> itKeys;
|
||||
|
||||
std::string bufferOut;
|
||||
|
||||
auto it2 = it->second.begin();
|
||||
while(it2 != it->second.end()) {
|
||||
auto l = *it2;
|
||||
itKeys.push_back(l.key);
|
||||
bufferOut += l.key + "|" + l.value + "|";
|
||||
it2++;
|
||||
}
|
||||
|
||||
File fileOut(this->args[2] + "/language_" + it->first + ".language");
|
||||
if(!fileOut.mkdirp()) {
|
||||
std::cout << "Failed to create output folder" << std::endl;
|
||||
}
|
||||
if(!fileOut.writeString(bufferOut)) {
|
||||
std::cout << "Failed to write to output file " << fileOut.filename << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
auto it3 = keys.begin();
|
||||
while(it3 != keys.end()) {
|
||||
auto key = *it3;
|
||||
auto inIt = std::find(itKeys.begin(), itKeys.end(), key);
|
||||
if(inIt == itKeys.end()) {
|
||||
std::cout << "Locale " << it->first << " missing key " << key << std::endl;
|
||||
}
|
||||
it3++;
|
||||
}
|
||||
|
||||
if(itKeys.size() != keys.size()) {
|
||||
std::cout << "Locale is missing some keys, see above" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32_t LanguageGen::parseString(
|
||||
Xml *stringNode,
|
||||
std::string key,
|
||||
std::map<std::string,std::vector<struct LanguageString>> *strings
|
||||
) {
|
||||
auto attrLang = stringNode->attributes.find("lang");
|
||||
if(attrLang == stringNode->attributes.end()) {
|
||||
std::cout << "String is missing lang parameter." << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
struct LanguageString str;
|
||||
str.key = key;
|
||||
str.value = stringNode->value;
|
||||
|
||||
auto existing = (*strings).find(attrLang->second);
|
||||
if(existing == (*strings).end()) {
|
||||
(*strings).insert(std::make_pair(attrLang->second, std::vector<struct LanguageString>()));
|
||||
}
|
||||
(*strings)[attrLang->second].push_back(str);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32_t LanguageGen::parseGroup(
|
||||
Xml *groupNode,
|
||||
std::string key,
|
||||
std::map<std::string, std::vector<struct LanguageString>> *strings
|
||||
) {
|
||||
int32_t ret;
|
||||
|
||||
auto attrKey = groupNode->attributes.find("key");
|
||||
if(attrKey == groupNode->attributes.end()) {
|
||||
std::cout << "Group node is missing key" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
if(key.size() > 0) key += ".";
|
||||
key += attrKey->second;
|
||||
|
||||
auto itChildren = groupNode->children.begin();
|
||||
while(itChildren != groupNode->children.end()) {
|
||||
auto child = *itChildren;
|
||||
if(child->node == "string") {
|
||||
ret = this->parseString(child, key, strings);
|
||||
if(ret != 0) return ret;
|
||||
} else if(child->node == "group") {
|
||||
ret = this->parseGroup(child, key, strings);
|
||||
if(ret != 0) return ret;
|
||||
}
|
||||
++itChildren;
|
||||
}
|
||||
// Now dump out the language strings to be picked up later.
|
||||
ret = languageSaveStrings(flags["output"], root.strings);
|
||||
if(ret != 0) return ret;
|
||||
|
||||
return 0;
|
||||
}
|
@ -5,17 +5,62 @@
|
||||
|
||||
#pragma once
|
||||
#include "util/DawnTool.hpp"
|
||||
#include "util/Xml.hpp"
|
||||
#include "util/File.hpp"
|
||||
#include "util/XmlParser.hpp"
|
||||
#include "util/Language.cpp"
|
||||
|
||||
namespace Dawn {
|
||||
struct LanguageString {
|
||||
struct LanguageGroup {
|
||||
std::vector<struct LanguageString> strings;
|
||||
std::string key;
|
||||
std::string value;
|
||||
std::string lang;
|
||||
};
|
||||
|
||||
struct LanguageRoot {
|
||||
std::string lang;
|
||||
std::vector<struct LanguageString> strings;
|
||||
};
|
||||
|
||||
class LanguageParser : public XmlParser<struct LanguageString> {
|
||||
protected:
|
||||
std::vector<std::string> getRequiredAttributes();
|
||||
std::map<std::string, std::string> getOptionalAttributes();
|
||||
int32_t onParse(
|
||||
Xml *node,
|
||||
std::map<std::string, std::string> values,
|
||||
struct LanguageString *out,
|
||||
std::string *error
|
||||
);
|
||||
};
|
||||
|
||||
class LanguageGroupParser : public XmlParser<struct LanguageGroup> {
|
||||
protected:
|
||||
std::vector<std::string> getRequiredAttributes();
|
||||
std::map<std::string, std::string> getOptionalAttributes();
|
||||
int32_t onParse(
|
||||
Xml *node,
|
||||
std::map<std::string, std::string> values,
|
||||
struct LanguageGroup *out,
|
||||
std::string *error
|
||||
);
|
||||
};
|
||||
|
||||
class LanguageRootParser : public XmlParser<struct LanguageRoot> {
|
||||
protected:
|
||||
std::vector<std::string> getRequiredAttributes();
|
||||
std::map<std::string, std::string> getOptionalAttributes();
|
||||
int32_t onParse(
|
||||
Xml *node,
|
||||
std::map<std::string, std::string> values,
|
||||
struct LanguageRoot *out,
|
||||
std::string *error
|
||||
) override;
|
||||
};
|
||||
|
||||
class LanguageGen : public DawnTool {
|
||||
protected:
|
||||
std::vector<std::string> getRequiredFlags() override;
|
||||
|
||||
int32_t parseGroup(
|
||||
Xml *node,
|
||||
std::string key,
|
||||
|
Reference in New Issue
Block a user