68 std::vector<Aurora::Language> &languagesText,
69 std::vector<Aurora::Language> &languagesVoice)
const {
117 _game->refreshLocalized();
162 progress.
step(
"Declare languages");
166 status(
"Setting the language to %s text + %s voices",
172 progress.
step(
"Loading user game config");
179 progress.
step(
"Loading game cursors");
184 progress.
step(
"Initializing internal game config");
187 progress.
step(
"Initializing Lua subsystem");
190 progress.
step(
"Successfully initialized the engine");
210 LangMan.addLanguages(kLanguageDeclarations,
ARRAYSIZE(kLanguageDeclarations));
214 progress.
step(
"Setting base directory");
217 progress.
step(
"Adding extra archive directories");
226 progress.
step(
"Loading main KEY");
229 progress.
step(
"Loading the localized base KEY");
234 progress.
step(
"Indexing extra resources");
247 progress.
step(
"Indexing Windows-specific resources");
250 progress.
step(
"Indexing override files");
255 progress.
step(
"Registering file formats");
261 CursorMan.add(
"cursor0" ,
"default" ,
"up" );
262 CursorMan.add(
"cursor1" ,
"default" ,
"down");
282 std::list<Common::ChangeID>::iterator res;
293 LangMan.getLanguageName(langText).c_str(),
LangMan.getLanguageName(langVoice).c_str()));
300 LangMan.setCurrentLanguage(langText, langVoice);
#define ResMan
Shortcut for accessing the sound manager.
The Witcher model loader.
void playVideo(const Common::UString &video)
Play this video resource.
Generic Aurora engines resource utility functions.
#define TalkMan
Shortcut for accessing the talk manager.
A class holding an UTF-8 string.
Temporary game settings/properties.
The global config manager.
bool detectLanguages(Aurora::GameID game, const Common::UString &target, Aurora::Platform platform, std::vector< Aurora::Language > &languagesText, std::vector< Aurora::Language > &languagesVoice) const
Detect which languages this game instance supports.
Common::ScopedPtr< Console > _console
bool indexOptionalArchive(const Common::UString &file, uint32 priority, const std::vector< byte > &password, Common::ChangeID *changeID)
Game & getGame()
Return the context running the actual game.
bool evaluateLanguage(bool find, Aurora::Language &language) const
Common::ChangeID _languageTLK
bool changeLanguage()
Change the game's current language.
#define ARRAYSIZE(x)
Macro which determines the number of entries in a fixed size array.
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.
void unloadLanguageFiles()
std::list< Common::ChangeID > _languageResources
void initResources(LoadProgress &progress)
The Witcher (debug) console.
void deindexResources(Common::ChangeID &changeID)
Remove previously added resources from the ResourceManager.
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().
#define ConfigMan
Shortcut for accessing the config manager.
Utility templates and functions.
The global events manager.
Types and functions related to language.
bool empty() const
Is the string empty?
#define CursorMan
Shortcut for accessing the cursor manager.
bool getLanguage(Aurora::Language &languageText, Aurora::Language &languageVoice) const
Return the game's current language.
Basic reading stream interfaces.
#define EventMan
Shortcut for accessing the events manager.
The Aurora cursor manager.
Displaying the progress in loading a game.
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.
void registerModelLoader(ModelLoader *loader)
Common::ScopedPtr< Game > _game
#define LangMan
Shortcut for accessing the language manager.
A class representing an undoable change.
The global talk manager for Aurora strings.
void step(const Common::UString &description)
Take a step in advancing the progress.
void status(const char *s,...)
bool addDirectory(const UString &directory, int recurseDepth=0)
Add a directory to the list.
void loadLanguageFiles(LoadProgress &progress, Aurora::Language langText, Aurora::Language langVoice)
Aurora::Language _languageVoice
Generic Aurora engines utility functions.
Engine class handling The Witcher.
Pseudo value for debug strings.
The context handling the gameplay in The Witcher.
#define LuaScriptMan
Shortcut for accessing the script engine.
Aurora::Language _languageText
The global resource manager for Aurora resources.
Utility class for manipulating file paths.
#define FontMan
Shortcut for accessing the font manager.
static UString findSubDirectory(const UString &directory, const UString &subDirectory, bool caseInsensitive=false)
Find a directory's subdirectory.
bool contains(const UString &str, bool caseInsensitive) const
Does the list contain at least one file ending with the given string?
Generic Aurora engines model functions.