// // Copyright 2020 Electronic Arts Inc. // // The Command & Conquer Map Editor and corresponding source code is free // software: you can redistribute it and/or modify it under the terms of // the GNU General Public License as published by the Free Software Foundation, // either version 3 of the License, or (at your option) any later version. // The Command & Conquer Map Editor and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection using System.Collections.Generic; using System.IO; using System.Text; namespace MobiusEditor.Utility { public class GameTextManager { private readonly Dictionary gameText = new Dictionary(); public string this[string textId] => gameText.TryGetValue(textId, out string text) ? text : textId; public GameTextManager(MegafileManager megafileManager, string gameTextFile) { using (var stream = megafileManager.Open(gameTextFile)) using (var reader = new BinaryReader(stream)) using (var unicodeReader = new BinaryReader(stream, Encoding.Unicode)) using (var asciiReader = new BinaryReader(stream, Encoding.ASCII)) { var numStrings = reader.ReadUInt32(); var stringSizes = new (uint textSize, uint idSize)[numStrings]; var strings = new string[numStrings]; for (var i = 0; i < numStrings; ++i) { reader.ReadUInt32(); stringSizes[i] = (reader.ReadUInt32(), reader.ReadUInt32()); } for (var i = 0; i < numStrings; ++i) { strings[i] = new string(unicodeReader.ReadChars((int)stringSizes[i].textSize)); } for (var i = 0; i < numStrings; ++i) { var textId = new string(asciiReader.ReadChars((int)stringSizes[i].idSize)); gameText[textId] = strings[i]; } } } } }