virtualx-engine/core/path_remap.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

67 lines
2.9 KiB
C++

/*************************************************************************/
/* path_remap.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PATH_REMAP_H
#define PATH_REMAP_H
#include "hash_map.h"
#include "ustring.h"
#include "object.h"
class PathRemap : public Object {
OBJ_TYPE(PathRemap,Object);
static PathRemap* singleton;
struct RemapData {
String always;
Map<String,String> locale;
};
HashMap<String,RemapData> remap;
protected:
static void _bind_methods();
public:
void add_remap(const String& p_from, const String& p_to,const String& p_locale=String());
bool has_remap(const String& p_from) const;
//_FORCE_INLINE_ String get_remap(const String& p_from) const { const String *ptr=remap.getptr(p_from); if (!ptr) return p_from; else return *ptr; }
String get_remap(const String& p_from) const;
void erase_remap(const String& p_from);
void clear_remaps();
void load_remaps();
static PathRemap* get_singleton();
PathRemap();
};
#endif // PATH_REMAP_H