Updated language gen tool to match vn scene gen style and rollup
This commit is contained in:
@ -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})
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@ -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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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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}
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33
src/dawn/scenes/TestScene.hpp
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33
src/dawn/scenes/TestScene.hpp
Normal file
@ -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.
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// 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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public:
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TestScene(DawnGame *game) : Scene(game) {}
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};
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}
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25
src/dawntictactoe/CMakeLists.txt
Normal file
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.
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# https://opensource.org/licenses/MIT
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# 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 ${DIR_GAME_ASSETS}/locale/en.xml)
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10
src/dawntictactoe/game/CMakeLists.txt
Normal file
10
src/dawntictactoe/game/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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DawnGame.cpp
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)
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46
src/dawntictactoe/game/DawnGame.cpp
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46
src/dawntictactoe/game/DawnGame.cpp
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@ -0,0 +1,46 @@
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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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#include "DawnGame.hpp"
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#include "scenes/TestScene.hpp"
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using namespace Dawn;
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DawnGame::DawnGame(DawnHost *host) :
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host(host),
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renderManager(this),
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inputManager(this),
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localeManager(this),
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physicsManager(this),
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saveManager(this)
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{
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}
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int32_t DawnGame::init() {
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this->assetManager.init();
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this->localeManager.init();
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this->renderManager.init();
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this->scene = new TestScene(this);
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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int32_t DawnGame::update(float_t delta) {
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this->assetManager.update();
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this->inputManager.update();
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this->timeManager.update(delta);
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if(this->scene != nullptr) this->scene->update();
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this->renderManager.update();
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return DAWN_GAME_UPDATE_RESULT_SUCCESS;
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}
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void DawnGame::sceneCutover(Scene *scene) {
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if(scene == nullptr) scene = this->scene;
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this->sceneToCutTo = scene;
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}
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31
src/dawntictactoe/game/DawnGame.hpp
Normal file
31
src/dawntictactoe/game/DawnGame.hpp
Normal file
@ -0,0 +1,31 @@
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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 "game/_DawnGame.hpp"
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#include "scene/components/Components.hpp"
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#include "save/DawnGameSaveManager.hpp"
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namespace Dawn {
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class DawnGame : public IDawnGame {
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private:
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Scene *sceneToCutTo = nullptr;
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public:
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DawnHost *host;
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RenderManager renderManager;
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AssetManager assetManager;
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InputManager inputManager;
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TimeManager timeManager;
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LocaleManager localeManager;
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DawnGameSaveManager saveManager;
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PhysicsManager physicsManager;
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DawnGame(DawnHost *host);
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int32_t init() override;
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int32_t update(float_t delta) override;
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void sceneCutover(Scene *scene) override;
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};
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}
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14
src/dawntictactoe/input/InputBinds.hpp
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14
src/dawntictactoe/input/InputBinds.hpp
Normal file
@ -0,0 +1,14 @@
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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 "input/InputManager.hpp"
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#define INPUT_BIND(n) ((inputbind_t)n)
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#define INPUT_BIND_ACCEPT INPUT_BIND(1)
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#define INPUT_BIND_NEGATIVE_X INPUT_BIND(2)
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#define INPUT_BIND_POSITIVE_X INPUT_BIND(3)
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#define INPUT_BIND_NEGATIVE_Y INPUT_BIND(4)
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#define INPUT_BIND_POSITIVE_Y INPUT_BIND(5)
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10
src/dawntictactoe/save/CMakeLists.txt
Normal file
10
src/dawntictactoe/save/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
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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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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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DawnGameSaveManager.cpp
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)
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28
src/dawntictactoe/save/DawnGameSaveManager.cpp
Normal file
28
src/dawntictactoe/save/DawnGameSaveManager.cpp
Normal file
@ -0,0 +1,28 @@
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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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#include "DawnGameSaveManager.hpp"
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using namespace Dawn;
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DawnGameSaveManager::DawnGameSaveManager(DawnGame *game) : SaveManager(game) {
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}
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bool_t DawnGameSaveManager::validateSave(struct SaveFile raw) {
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if(!raw.has(POKER_SAVE_KEY_EXAMPLE)) return true;
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this->currentSave.copy(raw, POKER_SAVE_KEY_EXAMPLE);
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return false;
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}
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void DawnGameSaveManager::setExample(int32_t val) {
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savedata_t value;
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value.i32 = val;
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this->currentSave.set(POKER_SAVE_KEY_EXAMPLE, value);
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}
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int32_t DawnGameSaveManager::getExample() {
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return this->currentSave.get(POKER_SAVE_KEY_EXAMPLE).i32;
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}
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22
src/dawntictactoe/save/DawnGameSaveManager.hpp
Normal file
22
src/dawntictactoe/save/DawnGameSaveManager.hpp
Normal file
@ -0,0 +1,22 @@
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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 "save/SaveManager.hpp"
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#define POKER_SAVE_KEY_EXAMPLE "poker.example"
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namespace Dawn {
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class DawnGameSaveManager : public SaveManager {
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protected:
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virtual bool_t validateSave(struct SaveFile raw) override;
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public:
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DawnGameSaveManager(DawnGame *game);
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void setExample(int32_t value);
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int32_t getExample();
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};
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}
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@ -79,10 +79,12 @@ endfunction()
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# Language Tool
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function(tool_language target in)
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add_custom_target(${target}
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COMMAND languagegen "${DAWN_ASSETS_SOURCE_DIR}/${in}" "${DAWN_ASSETS_BUILD_DIR}"
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COMMAND languagegen --input="${DAWN_ASSETS_SOURCE_DIR}/${in}" --output="${DAWN_TOOL_GENERATED_LANG_DIR}/${target}.language"
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COMMENT "Generating language set ${target} from ${in}"
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DEPENDS languagegen
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)
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tool_generatedlanguages("${DAWN_TOOL_GENERATED_LANG_DIR}/${target}.language")
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add_dependencies(${DAWN_TARGET_NAME} ${target})
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endfunction()
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# Audio Tool
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|
@ -26,6 +26,7 @@ int32_t GeneratedLanguages::start() {
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// Now process each language file
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std::map<std::string, std::map<std::string, std::string>> strings;
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std::vector<std::string> knownKeys;
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auto itFiles = files.begin();
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while(itFiles != files.end()) {
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@ -84,6 +85,7 @@ int32_t GeneratedLanguages::start() {
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File langOut(flags["output"] + FILE_PATH_SEP + "language_" + itLang->first + ".language");
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bufferOut.clear();
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auto itKeys = knownKeys.begin();
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while(itKeys != knownKeys.end()) {
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auto key = *itKeys;
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@ -97,6 +99,7 @@ int32_t GeneratedLanguages::start() {
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}
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// Write out.
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langOut.mkdirp();
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if(!langOut.writeString(bufferOut)) {
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std::cout << "Failed to create output file \"" + langOut.filename + "\"" << std::endl;
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return 1;
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|
@ -6,31 +6,32 @@
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# Texture Build Tool
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project(languagegen VERSION 2.0)
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add_executable(languagegen)
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# Sources
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target_sources(languagegen
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PRIVATE
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${DAWN_SHARED_SOURCES}
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${DAWN_TOOL_SOURCES}
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LanguageGen.cpp
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../../util/DawnTool.cpp
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../../util/File.cpp
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../../util/file.cpp
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../../util/csv.cpp
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../../util/xml.cpp
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)
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# Includes
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target_include_directories(languagegen
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PUBLIC
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${DAWN_SHARED_INCLUDES}
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${CMAKE_CURRENT_LIST_DIR}/../../
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${DAWN_TOOL_INCLUDES}
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${CMAKE_CURRENT_LIST_DIR}
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)
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# Definitions
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target_compile_definitions(languagegen
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PUBLIC
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DAWN_TOOL_INSTANCE=LanguageGen
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DAWN_TOOL_HEADER="LanguageGen.hpp"
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)
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# Libraries
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target_link_libraries(languagegen
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PUBLIC
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${DAWN_BUILD_HOST_LIBS}
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|
@ -9,162 +9,144 @@
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using namespace Dawn;
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int32_t LanguageGen::start() {
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if(this->args.size() != 3) {
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std::cout << "Invalid number of arguments provided to language gen!" << std::endl;
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return 1;
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std::vector<std::string> LanguageParser::getRequiredAttributes() {
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return std::vector<std::string>{ "key" };
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}
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std::map<std::string, std::string> LanguageParser::getOptionalAttributes() {
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return std::map<std::string, std::string>();
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}
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int32_t LanguageParser::onParse(
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Xml *node,
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std::map<std::string, std::string> values,
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struct LanguageString *out,
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std::string *error
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) {
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out->key = values["key"];
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out->text = node->value;
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return 0;
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}
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std::vector<std::string> LanguageGroupParser::getRequiredAttributes() {
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return std::vector<std::string>{ "key" };
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}
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std::map<std::string, std::string> LanguageGroupParser::getOptionalAttributes() {
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return std::map<std::string, std::string>();
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}
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int32_t LanguageGroupParser::onParse(
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Xml *node,
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std::map<std::string, std::string> values,
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struct LanguageGroup *out,
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std::string *error
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) {
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std::string key = values["key"];
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out->key += key;
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|
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auto it = node->children.begin();
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int32_t ret;
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while(it != node->children.end()) {
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auto c = *it;
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if(c->node == "string") {
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struct LanguageString string;
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ret = (LanguageParser()).parse(c, &string, error);
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if(ret != 0) return ret;
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string.lang = out->lang;
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string.key = out->key + "." + string.key;
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out->strings.push_back(string);
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} else if(c->node == "group") {
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struct LanguageGroup group;
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group.key += key + ".";
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group.lang = out->lang;
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||||
|
||||
ret = (LanguageGroupParser()).parse(c, &group, error);
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if(ret != 0) return ret;
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vectorAppend(&out->strings, group.strings);
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||||
|
||||
}
|
||||
++it;
|
||||
}
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||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<std::string> LanguageRootParser::getRequiredAttributes() {
|
||||
return std::vector<std::string>{ "lang" };
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||||
}
|
||||
|
||||
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