80 const std::vector<Aurora::Language> gameLanguages =
LangMan.getLanguages();
81 for (std::vector<Aurora::Language>::const_iterator l = gameLanguages.begin();
82 l != gameLanguages.end(); ++l)
93 (std::find(languages.begin(), languages.end(), language) != languages.end()))
96 languages.push_back(language);
105 return LangMan.getLanguage(languageID);
122 std::vector<Aurora::Language> &languages)
const {
178 progress.
step(
"Declare languages");
184 warning(
"Failed to detect this game's language");
188 progress.
step(
"Loading user game config");
196 progress.
step(
"Loading game cursors");
202 progress.
step(
"Initializing internal game config");
205 progress.
step(
"Successfully initialized the engine");
208 GfxMan.setGUISize(640, 480);
231 LangMan.addLanguages(kLanguageDeclarations,
ARRAYSIZE(kLanguageDeclarations));
244 std::list<Common::UString> langs;
247 for (std::list<Common::UString>::const_iterator l = langs.begin(); l != langs.end(); ++l)
261 progress.
step(
"Setting base directory");
264 progress.
step(
"Adding extra archive directories");
267 progress.
step(
"Loading main KEY");
270 progress.
step(
"Loading global auxiliary resources");
280 progress.
step(
"Indexing extra font resources");
282 progress.
step(
"Indexing extra sound resources");
284 progress.
step(
"Indexing extra movie resources");
288 progress.
step(
"Indexing extra shader resources");
292 progress.
step(
"Indexing override files");
295 progress.
step(
"Indexing extra language files");
312 if (!langDir.
empty()) {
326 progress.
step(
"Loading main talk table");
327 TalkMan.addTable(
"dialog",
"dialogf",
false, 0);
329 progress.
step(
"Registering file formats");
333 FontMan.addAlias(
"sava" ,
"eurogui");
334 FontMan.addAlias(
"cerigo" ,
"eurodialog");
335 FontMan.addAlias(
"fnt_gui" ,
"eurogui");
336 FontMan.addAlias(
"fnt_console",
"eurogui");
#define ResMan
Shortcut for accessing the sound manager.
Aurora::Platform _platform
ABC/SBM font, used by Jade Empire.
void playVideo(const Common::UString &video)
Play this video resource.
Generic Aurora engines resource utility functions.
#define TalkMan
Shortcut for accessing the talk manager.
Placeable template (BioWare), GFF.
A class holding an UTF-8 string.
Temporary game settings/properties.
#define TextureMan
Shortcut for accessing the texture manager.
Engine class handling Jade Empire.
The global config manager.
static bool getSubDirectories(const UString &directory, std::list< UString > &subDirectories)
Collect all direct subdirectories of a directory in a list.
Common::ScopedPtr< Console > _console
The Aurora texture manager.
bool evaluateLanguage(bool find, Aurora::Language &language) const
static Aurora::Language getTLKLanguage(const Common::UString &tlk)
Return the language of a TLK.
Game & getGame()
Return the context running the actual game.
Utility functions to handle files used in BioWare's Aurora engine.
The context handling the gameplay in Jade Empire.
std::list< UString >::const_iterator const_iterator
#define ARRAYSIZE(x)
Macro which determines the number of entries in a fixed size array.
bool changeLanguage()
Change the game's current language.
bool indexOptionalDirectory(const Common::UString &dir, const char *glob, int depth, uint32 priority, Common::ChangeID *changeID)
Add a directory to the resource manager, if it exists.
Android mobile phones and tablets.
void indexMandatoryArchive(const Common::UString &file, uint32 priority, const std::vector< byte > &password, Common::ChangeID *changeID)
#define ConfigMan
Shortcut for accessing the config manager.
Utility templates and functions.
void initResources(LoadProgress &progress)
The global events manager.
static void findTLKs(const Common::UString &target, Common::FileList &tlks)
Find all language TLKs in this Jade Empire installation.
Types and functions related to language.
The Jade Empire main menu.
The global sound manager, handling all sound output.
bool empty() const
Is the string empty?
static UString getDirectory(const UString &p)
Return a path's directory.
Handling BioWare's TLK talk tables.
void warning(const char *s,...)
#define CursorMan
Shortcut for accessing the cursor manager.
#define EventMan
Shortcut for accessing the events manager.
The Aurora cursor manager.
Displaying the progress in loading a game.
static void addUniqueLanguageIfValid(std::vector< Aurora::Language > &languages, Aurora::Language language)
Add the language to the vector if it's a valid language and not yet in the vector.
Trigger template (BioWare), GFF.
void indexMandatoryDirectory(const Common::UString &dir, const char *glob, int depth, uint32 priority, Common::ChangeID *changeID)
Add a directory to the resource manager, erroring out if it does not exist.
Jade Empire model loader.
bool getSubList(const UString &str, bool caseInsensitive, FileList &subList) const
Add files ending with the given string into another FileList.
void registerModelLoader(ModelLoader *loader)
bool detectLanguages(Aurora::GameID game, const Common::UString &target, Aurora::Platform platform, std::vector< Aurora::Language > &languages) const
Detect which languages this game instance supports.
#define LangMan
Shortcut for accessing the language manager.
static UString relativize(const UString &basePath, const UString &path)
Return the path relative to the base path.
The global talk manager for Aurora strings.
void step(const Common::UString &description)
Take a step in advancing the progress.
Creature template (BioWare), GFF.
static Common::UString findAndroidVOLanguageDir(const Common::UString &target)
Figure out which localization in an Android installation contains the voices.
void status(const char *s,...)
Windows codepage 1250 (Eastern European, Latin alphabet).
const_iterator begin() const
Return a const_iterator pointing to the beginning of the list.
Common::ScopedPtr< Game > _game
bool addDirectory(const UString &directory, int recurseDepth=0)
Add a directory to the list.
Generic Aurora engines utility functions.
Windows codepage 1251 (Eastern European, Cyrillic alphabet).
static Common::UString getTLKDirectory(const Common::UString &target, Aurora::Language language)
Return the subdirectory of the game path where the TLK for a specific language is in...
bool getLanguage(Aurora::Language &language) const
Return the game's current language.
Windows codepage 1252 (Western European, Latin alphabet).
uint32 getLanguageID() const
Return the language ID (ungendered) of the talk table.
Aurora::Language _language
Windows codepage 936 (Simplified Chinese, extended GB2312 with GBK codepoints).
iOS, Apple mobile phones and tablets.
#define GfxMan
Shortcut for accessing the graphics manager.
The global resource manager for Aurora resources.
Utility class for manipulating file paths.
#define FontMan
Shortcut for accessing the font manager.
const_iterator end() const
Return a const_iterator pointing past the end of the list.
static UString findSubDirectory(const UString &directory, const UString &subDirectory, bool caseInsensitive=false)
Find a directory's subdirectory.
#define RenderMan
Shortcut for accessing the render manager.
Generic Aurora engines model functions.