95 return "strings_fr-fr";
97 return "strings_de-de";
99 return "strings_it-it";
101 return "strings_es-es";
103 return "strings_ja-jp";
113 std::vector<Aurora::Language> &languages)
const {
194 progress.
step(
"Declare languages");
200 warning(
"Failed to detect this game's language");
202 progress.
step(
"Loading user game config");
209 progress.
step(
"Initializing internal game config");
212 progress.
step(
"Successfully initialized the engine");
225 LangMan.addLanguages(kLanguageDeclarations,
ARRAYSIZE(kLanguageDeclarations));
232 progress.
step(
"Indexing the ROM file");
235 progress.
step(
"Indexing the main HERF file");
240 progress.
step(
"Registering files and formats");
245 GfxMan.setOrthogonal(0.0f, 1000.0f);
246 GfxMan.setCullFace(
false);
262 LangMan.getLanguageName(language).c_str()));
269 LangMan.setCurrentLanguage(language);
static const float kScreenHeight
#define ResMan
Shortcut for accessing the sound manager.
Generic Aurora engines resource utility functions.
The global graphics manager.
#define TalkMan
Shortcut for accessing the talk manager.
NFTR font, used by Sonic.
A class holding an UTF-8 string.
The global config manager.
void initResources(LoadProgress &progress)
Common::ScopedPtr< Console > _console
bool evaluateLanguage(bool find, Aurora::Language &language) const
bool changeLanguage()
Change the game's current language.
djb2 hash function by Daniel J. Bernstein.
Aurora::Language _language
void unloadLanguageFiles()
#define ARRAYSIZE(x)
Macro which determines the number of entries in a fixed size array.
The context handling the gameplay in Sonic Chronicles: The Dark Brotherhood.
Engine class handling Sonic Chronicles: The Dark Brotherhood.
bool hasResource(Common::UString name) const
Does the Nintendo DS ROM contain a certain resource?
Basic Sonic Chronicles: The Dark Brotherhood types and defines.
void deindexResources(Common::ChangeID &changeID)
Remove previously added resources from the ResourceManager.
bool getLanguage(Aurora::Language &language) const
Return the game's current language.
Sonic Chronicles: The Dark Brotherhood (debug) console.
Basic exceptions to throw.
void indexMandatoryArchive(const Common::UString &file, uint32 priority, const std::vector< byte > &password, Common::ChangeID *changeID)
static UString format(const char *s,...) GCC_PRINTF(1
Print formatted data into an UString object, similar to sprintf().
Utility templates and functions.
Game & getGame()
Return the context running the actual game.
static const float kScreenWidth
The global events manager.
Types and functions related to language.
bool empty() const
Is the string empty?
static const char *const kFiles[]
void warning(const char *s,...)
#define CursorMan
Shortcut for accessing the cursor manager.
Basic reading stream interfaces.
static Common::UString getLanguageHERF(Aurora::Language language)
#define EventMan
Shortcut for accessing the events manager.
The Aurora cursor manager.
Displaying the progress in loading a game.
#define WindowMan
Shortcut for accessing the window manager.
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.
void registerModelLoader(ModelLoader *loader)
#define LangMan
Shortcut for accessing the language manager.
Common::ChangeID _languageTLK
The global talk manager for Aurora strings.
Common::ScopedPtr< Game > _game
void step(const Common::UString &description)
Take a step in advancing the progress.
void status(const char *s,...)
Common::ChangeID _languageHERF
Generic Aurora engines utility functions.
All currently known resource file names in Sonic Chronicles: The Dark Brotherhood.
static Common::UString getLanguageTLK(Aurora::Language language)
A class encapsulating Nintendo DS ROM access.
void loadLanguageFiles(LoadProgress &progress, Aurora::Language language)
Windows codepage 1252 (Western European, Latin alphabet).
Sonic Chronicles: The Dark Brotherhood model loader.
#define GfxMan
Shortcut for accessing the graphics manager.
The global resource manager for Aurora resources.
#define FontMan
Shortcut for accessing the font manager.
Generic Aurora engines model functions.