(svn r11646) -Codechange: check whether (some) characters are missing in the current 'font' for the 'currently' chosen language and give a warning when that does happen.

pull/155/head
rubidium 17 years ago
parent 78fd9216f2
commit 2b8863c846

@ -342,6 +342,8 @@ static void LoadIntroGame()
_cursor.fix_at = false;
MarkWholeScreenDirty();
CheckForMissingGlyphsInLoadedLanguagePack();
/* Play main theme */
if (_music_driver->IsSongPlaying()) ResetMusic();
}

@ -255,6 +255,7 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
break;
case 24: /* Change interface language */
ReadLanguagePack(e->we.dropdown.index);
CheckForMissingGlyphsInLoadedLanguagePack();
UpdateAllStationVirtCoord();
MarkWholeScreenDirty();
break;

@ -32,6 +32,8 @@
#include "signs.h"
#include "vehicle.h"
#include "newgrf_engine.h"
#include "fontcache.h"
#include "gui.h"
/* for opendir/readdir/closedir */
# include "fios.h"
@ -1435,3 +1437,55 @@ void InitializeLanguagePacks()
if (!ReadLanguagePack(chosen_language)) error("Can't read language pack '%s'", dl->ent[chosen_language].file);
}
/**
* Check whether the currently loaded language pack
* uses characters that the currently loaded font
* does not support. If this is the case an error
* message will be shown in English. The error
* message will not be localized because that would
* mean it might use characters that are not in the
* font, which is the whole reason this check has
* been added.
*/
void CheckForMissingGlyphsInLoadedLanguagePack()
{
for (uint i = 0; i != 32; i++) {
for (uint j = 0; j < _langtab_num[i]; j++) {
const char *string = _langpack_offs[_langtab_start[i] + j];
WChar c;
while ((c = Utf8Consume(&string)) != '\0') {
if (c == SCC_SETX) {
/*
* SetX is, together with SetXY as special character that
* uses the next (two) characters as data points. We have
* to skip those, otherwise the UTF8 reading will go
* haywire.
*/
string++;
} else if (c == SCC_SETXY) {
string += 2;
} else if (IsPrintable(c) && GetUnicodeGlyph(FS_NORMAL, c) == 0) {
/*
* The character is printable, but not in the normal font.
* This is the case we were testing for. In this case we
* have to show the error. As we do not want the string to
* be translated by the translators, we 'force' it into the
* binary and 'load' it via a BindCString. To do this
* properly we have to set the color of the string,
* otherwise we end up with a lot of artefacts. The color
* 'character' might change in the future, so for safety
* we just Utf8 Encode it into the string, which takes
* exactly three characters, so it replaces the "XXX" with
* the color marker.
*/
static char *err_str = strdup("XXXThe current font misses characters used in the strings for this language. Read the readme to see how to solve this.");
Utf8Encode(err_str, SCC_YELLOW);
StringID err_msg = BindCString(err_str);
ShowErrorMessage(INVALID_STRING_ID, err_msg, 0, 0);
return;
}
}
}
}
}

@ -83,4 +83,6 @@ void InitializeLanguagePacks();
int CDECL StringIDSorter(const void *a, const void *b);
void CheckForMissingGlyphsInLoadedLanguagePack();
#endif /* STRINGS_H */

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