#pragma once #include #include #ifndef __PS3__ typedef std::function StringBuilder; #else class StringBuilderCore { public: virtual std::wstring getString() = 0; }; struct StringBuilder { std::shared_ptr m_coreBuilder; virtual std::wstring operator()() { return m_coreBuilder->getString(); } StringBuilder() {} StringBuilder(StringBuilderCore* core) { m_coreBuilder = std::shared_ptr(core); } }; class IdsStringBuilder : public StringBuilderCore { const int m_ids; public: IdsStringBuilder(int ids) : m_ids(ids) {} virtual std::wstring getString(void) { return app.GetString(m_ids); } }; #endif class UIString { protected: static int s_currentLanguage; static int s_currentLocale; public: static bool setCurrentLanguage(); static int getCurrentLanguage(); protected: class UIStringCore : public std::enable_shared_from_this { private: int m_lastSetLanguage; int m_lastSetLocale; int m_lastUpdatedLanguage; int m_lastUpdatedLocale; std::wstring m_wstrCache; bool m_bIsConstant; StringBuilder m_fStringBuilder; public: UIStringCore(StringBuilder wstrBuilder); UIStringCore(const std::wstring& str); std::wstring& getString(); bool hasNewString(); bool update(bool force); bool needsUpdating(); void setUpdated(); }; std::shared_ptr m_core; public: UIString(); UIString(int ids); // Create a dynamic UI std::string from a std::string id // value. UIString(StringBuilder wstrBuilder); // Create a dynamic UI std::string // with a custom update function. // Create a UIString with a constant value. UIString(const std::string& constant); UIString(const std::wstring& constant); UIString(const wchar_t* constant); ~UIString(); bool empty(); bool compare(const UIString& uiString); bool needsUpdating(); // Language has been change since the last time // setUpdated was called. void setUpdated(); // The new text has been used. std::wstring& getString(); const wchar_t* c_str(); unsigned int length(); };