Improved Language Support

This commit is contained in:
2021-08-04 21:58:31 -07:00
parent 23f1cb3d7e
commit b62beee3e4
13 changed files with 221 additions and 43 deletions

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@ -11,6 +11,7 @@
#include "../../poker/poker.h"
#include "../../vn/vnconversation.h"
#include "../../vn/vnscene.h"
#include "pokerui.h"
/** Name of the Poker Game */
#define POKER_GAME_NAME "Dawn Poker Game"
@ -24,4 +25,7 @@ typedef struct {
/** Assets for the game. */
pokergameassets_t assets;
/** UI For the Game */
pokerui_t ui;
} pokergame_t;

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@ -8,7 +8,13 @@
#pragma once
#include "../../libs.h"
#include "../../ui/label.h"
#include "../../poker/player.h"
typedef struct {
label_t labelTest;
label_t labelChips;
label_t labelName;
} pokerplayerui_t;
typedef struct {
pokerplayerui_t players[POKER_PLAYER_COUNT];
} pokerui_t;

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@ -17,6 +17,7 @@ typedef struct {
typedef struct {
char *key;
char *text;
} languagestring_t;
typedef struct {

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@ -20,6 +20,8 @@ typedef struct {
float scaleX, scaleY;
float blinkStart;
char *name;
bool talking;
tileset_t tilesetEyes;

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@ -7,6 +7,8 @@
#include <dawn/dawn.h>
#include "../engine/engine.h"
#include "../locale/language.h"
#if SETTING_GAME == SETTING_GAME_POKER
#include "poker/pokergame.h"
#elif SETTING_GAME == SETTING_GAME_DAWN

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@ -7,8 +7,6 @@
#include "pokergame.h"
label_t label;
bool pokerGameInit(game_t *game) {
pokergame_t *pokerGame = &game->pokerGame;
@ -18,25 +16,12 @@ bool pokerGameInit(game_t *game) {
// Load the Assets
pokerGameAssetsInit(&pokerGame->assets);
// Initialize the UI.
pokerUiInit(pokerGame);
// Prep the VN Conversation Engine.
vnSceneInit(&pokerGame->scene, &pokerGame->assets.font);
pokerGameActionStartAdd(pokerGame);
labelInit(&label);
label.y = 32;
label.fontSize = 8.0;
labelSetText(&label, &pokerGame->assets.font, "Hello World");
// pokerActionMatchAdd(&pokerGame->scene.conversation.actionQueue, &pokerGame->poker);
// pokerActionMatchAdd(&pokerGame->scene.conversation.actionQueue, &pokerGame->poker);
// pokerActionRoundAdd(&pokerGame->scene.conversation.actionQueue, &pokerGame->poker);
// pokerActionBlindsAdd(&pokerGame->scene.conversation.actionQueue, &pokerGame->poker);
// pokerActionDealAdd(&pokerGame->scene.conversation.actionQueue, &pokerGame->poker);
// vnConversationTalk(&pokerGame->scene.conversation, "Betting Round", NULL);
// pokerActionFlopAdd(&pokerGame->scene.conversation.actionQueue, &pokerGame->poker);
// Begin the VN conversation queue.
queueNext(&pokerGame->scene.conversation.actionQueue);
return true;
@ -54,11 +39,13 @@ void pokerGameUpdate(game_t *game) {
// Render the visual novel scene
vnSceneRenderWorld(&pokerGame->scene, &game->engine, &pokerGame->assets.shader);
vnSceneRenderGui(&pokerGame->scene, &game->engine, &pokerGame->assets.shader);
labelRender(&label, &pokerGame->assets.shader);
pokerUiRender(pokerGame);
}
void pokerGameDispose(game_t *game) {
pokerUiDispose(&game->pokerGame);
vnSceneDispose(&game->pokerGame.scene);
pokerGameAssetsDispose(&game->pokerGame.assets);
}

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@ -12,8 +12,7 @@
#include "../../vn/conversation/talk.h"
#include "../../vn/vnscene.h"
#include "actions/start.h"
#include "../../ui/label.h"
#include "pokerui.h"
/**
* Initializes the game state for the poker game.

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@ -7,6 +7,55 @@
#include "pokerui.h"
void pokerUiInit(pokerui_t *ui) {
void pokerUiInit(pokergame_t *pokerGame) {
pokerplayerui_t *playerUi;
pokerplayer_t *playerPoker;
vncharacter_t *character;
uint8_t i;
for(i = 0; i < POKER_PLAYER_COUNT; i++) {
playerUi = pokerGame->ui.players + i;
playerPoker = pokerGame->poker.players + i;
character = pokerGame->scene.characters + i;
// Chips label
labelInit(&playerUi->labelChips);
playerUi->labelChips.fontSize = 12.0;
// Name Label
labelInit(&playerUi->labelName);
playerUi->labelName.fontSize = 12.0;
// labelSetText(&playerUi->labelChips, &pokerGame->assets.font, character->name);
}
}
void pokerUiRender(pokergame_t *pokerGame) {
pokerplayerui_t *playerUi;
pokerplayer_t *playerPoker;
uint8_t i;
char buffer[256];
for(i = 0; i < POKER_PLAYER_COUNT; i++) {
playerUi = pokerGame->ui.players + i;
playerPoker = pokerGame->poker.players + i;
// Player Chips
sprintf(buffer, "%u chips", playerPoker->chips);
playerUi->labelChips.y = (i+1) * 32;
labelSetText(&playerUi->labelChips, &pokerGame->assets.font, buffer);
labelRender(&playerUi->labelChips, &pokerGame->assets.shader);
// Player Name
labelRender(&playerUi->labelName, &pokerGame->assets.shader);
}
}
void pokerUiDispose(pokergame_t *pokerGame) {
pokerplayerui_t *player;
uint8_t i;
for(i = 0; i < POKER_PLAYER_COUNT; i++) {
player = pokerGame->ui.players + i;
labelDispose(&player->labelChips);
}
}

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@ -9,4 +9,8 @@
#include <dawn/dawn.h>
#include "../../ui/label.h"
void pokerUiInit(pokerui_t *ui);
void pokerUiInit(pokergame_t *pokerGame);
void pokerUiRender(pokergame_t *pokerGame);
void pokerUiDispose(pokergame_t *pokerGame);

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@ -7,13 +7,29 @@
#include "language.h"
void languageInit(language_t *language) {
language->stringCount = 0;
}
languagestring_t * languageAddString(language_t *lang, char *key, char *text) {
languagestring_t *string;
string = lang->strings + lang->stringCount;
string->key = key;
string->text = text;
lang->stringCount++;
return string;
}
languagestring_t * languageGetStringByKey(language_t *language, char *key) {
int32_t i;
languagestring_t *string;
for(i = 0; i < language->stringCount; i++) {
string = language->strings + i;
if(string->key != key) continue;
if(strcmp(string->key, key) != 0) continue;
return string;
}
@ -21,25 +37,103 @@ languagestring_t * languageGetStringByKey(language_t *language, char *key) {
}
char * languageGetText(language_t *language, languagestring_t *string) {
// Try and find the value
// Load the value into memory.
// Return the value
return NULL;
// TODO: Buffer this from somewhere.
return string->text;
}
char * languageGetTextWithVariables(
language_t *language, languagestring_t *string, languagevariable_t *variable
int32_t languageGetTextWithVariables(
language_t *language, languagestring_t *string,
languagevariable_t *variables, int32_t variableCount,
char *buffer
) {
char *text = languageGetText(language, string);
if(text == NULL) return NULL;
int32_t i, l, n;
char *text;
char c;
char keyBuffer[32];
languagevariable_t *variable;
// Scan the string, determine the new length and positions of the variables
text = languageGetText(language, string);
if(text == NULL) return 0;
// Now create some memory for the new string
// Start two counters. I holds source index, L holds target index.
i = 0;
l = 0;
// Now buffer the old string into the new string and take the language
while(true) {
c = text[i];
if(c == '\0') break;// Break on end of string.
return text;
// Look for {{, if not {{ then just treat as normal string.
if(c != '{' || text[i + 1] != '{') {
buffer[l] = c;
i++;
l++;
continue;
}
//Ignore those two chars
i += 2;
// Skip space(s)
while(true) {
c = text[i];
if(c != ' ') break;
i++;
}
// Get the key name
n = 0;// Will hold the index within keyBuffer to copy chars into.
while(true) {
c = text[i];
// Don't overflow
if(c == '\0') break;
// Skip spaces
if(c == ' ') {
i++;
continue;
}
// Handle end of key
if(c == '}') {
i++;
if(text[i] == '}') i++;// For }} then skip the second }
break;
}
// Add to buffer.
keyBuffer[n] = c;
n++;
i++;
}
// Seal the keyBuffer string
keyBuffer[n] = '\0';
// Now check each variable for a match.
for(n = 0; n < variableCount; n++) {
variable = variables + n;
if(strcmp(keyBuffer, variable->name) != 0) continue;// Does the key match?
// Begin copying the variables' value into the string.
n = 0;
while(true) {
if(variable->value[n] == '\0') break;// Handle end of variable value
buffer[l] = variable->value[n];
l++;
n++;
}
// We found the value, so break.
break;
}
// Continue looking for next {{ variable }}...
}
// Buffer has been fully cloned, seal the string.
buffer[l] = '\0';
// Return the count of chars we wrote to the buffer. -1 due to null term.
return l - 1;
}

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@ -8,6 +8,21 @@
#pragma once
#include <dawn/dawn.h>
/**
* Initializes a language.
* @param language Language to initialize.
*/
void languageInit(language_t *language);
/**
* Adds a string to a language.
* @param lang Language to add to.
* @param key Key to use for the string.
* @param text Value to use for the language string
* @return The language string added to the language.
*/
languagestring_t * languageAddString(language_t *lang, char *key, char *text);
/**
* Returns the language string for a given language string key.
*
@ -26,6 +41,19 @@ languagestring_t * languageGetStringByKey(language_t *language, char *key);
*/
char * languageGetText(language_t *language, languagestring_t *string);
char * languageGetTextWithVariables(
language_t *language, languagestring_t *string, languagevariable_t *variable
/**
* Retreives the value of a given language string, and replaces the variables in
* the string with the provided variable values.
*
* @param language Language to read from.
* @param string String to get and parse.
* @param variables Variables to use in the parsing.
* @param variableCount How many variables in the array.
* @param buffer The buffer to write the output data to.
* @return The count of characters that were written to the buffer.
*/
int32_t languageGetTextWithVariables(
language_t *language, languagestring_t *string,
languagevariable_t *variables, int32_t variableCount,
char *buffer
);

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@ -23,7 +23,7 @@ void labelSetText(label_t *label, font_t *font, char *text) {
}
label->font = font;
fontTextClamp(font, &label->info, text, -1, 16.0);
fontTextClamp(font, &label->info, text, -1, label->fontSize);
fontTextInit(font, &label->primitive, &label->info);
}

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@ -36,6 +36,8 @@ void vnCharacterInit(vncharacter_t *character,
character->talking = false;
character->blinkStart = randFloatRange(0, VN_CHARACTER_BLINK_TIME_RANGE_MAX);
character->name = "";
// Setup Textures
character->textureEyes = textureEyes;
character->textureBody = textureBody;