Files
Jedi-Academy/code/qcommon/stringed_ingame.h
2013-04-04 14:32:05 -07:00

54 lines
1.4 KiB
C

// Filename:- stringed_ingame.h
//
#ifndef STRINGED_INGAME_H
#define STRINGED_INGAME_H
// alter these to suit your own game...
//
#define SE_BOOL qboolean
#define SE_TRUE qtrue
#define SE_FALSE qfalse
#define iSE_MAX_FILENAME_LENGTH MAX_QPATH
#define sSE_STRINGS_DIR "strings"
extern cvar_t *se_language;
// some needed text-equates, do not alter these under any circumstances !!!! (unless you're me. Which you're not)
//
#define iSE_VERSION 1
#define sSE_KEYWORD_VERSION "VERSION"
#define sSE_KEYWORD_CONFIG "CONFIG"
#define sSE_KEYWORD_FILENOTES "FILENOTES"
#define sSE_KEYWORD_REFERENCE "REFERENCE"
#define sSE_KEYWORD_NOTES "NOTES"
#define sSE_KEYWORD_LANG "LANG_"
#define sSE_KEYWORD_ENDMARKER "ENDMARKER"
#define sSE_FILE_EXTENSION ".st" // editor-only NEVER used ingame, but I wanted all extensions together
#define sSE_EXPORT_FILE_EXTENSION ".ste"
#define sSE_INGAME_FILE_EXTENSION ".str"
#define sSE_EXPORT_SAME "#same"
// available API calls...
//
typedef const char *LPCSTR;
void SE_Init ( void );
void SE_CheckForLanguageUpdates(void);
LPCSTR SE_LoadLanguage ( LPCSTR psLanguage );
void SE_NewLanguage ( void );
//
// for convenience, two ways of getting at the same data...
//
LPCSTR SE_GetString ( LPCSTR psPackageReference, LPCSTR psStringReference);
LPCSTR SE_GetString ( LPCSTR psPackageAndStringReference);
#endif // #ifndef STRINGED_INGAME_H
/////////////////// eof ////////////////