/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  

Doom 3 BFG Edition 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.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/
#ifndef __LANGDICT_H__
#define __LANGDICT_H__

class idLangKeyValue {
public:
	idLangKeyValue() : key( NULL ), value( NULL ) { }
	idLangKeyValue( char * k, char * v ) : key ( k ), value( v ) { }
	char * key;
	char * value;
};

class idStrId;

/*
================================================
idLangDict is a simple Dictionary used specifically for the 
LocalizedStringTables.
================================================
*/
class idLangDict {
public:
	static const char *		KEY_PREFIX;
	static const int		KEY_PREFIX_LEN;
	static const int		MAX_REDIRECTION_DEPTH = 2;

	idLangDict();
	~idLangDict();

	void					Clear();
	bool					Load( const byte * buffer, const int bufferLen, const char * name );
	bool					Save( const char * fileName );

	const char *			GetString( const char * str ) const;		// returns str if string not found
	const char *			FindString( const char * str ) const;		// returns NULL if string not found

	const char *			AddString( const char * str );				// returns a randomly generated key
	bool					DeleteString( const char * key );			// returns false if the key doesn't exist
	bool					RenameStringKey( const char * oldKey, const char * newKey );

	bool					SetString( const char * key, const char * val );	// Returns false if the key doesn't exist
	void					AddKeyVal( const char * key, const char * val );	// Like SetString, but adds it if it doesn't already exist

	int						GetNumKeyVals() const;
	const idLangKeyValue *	GetKeyVal( int i ) const;
	bool					DeleteString( const int idx );

	const char *			GetLocalizedString( const idStrId & strId ) const;

	// returns true if the string starts with the KEY_PREFIX string
	static bool				IsStringId( const char * str );

private:
	idDynamicBlockAlloc< char, 100 * 1024, 16 > blockAlloc;
	idList< idLangKeyValue >	keyVals;
	idHashIndex keyIndex;

private:
	int						FindStringIndex( const char * str ) const;
	const char *			FindString_r( const char * str, int & depth ) const;

	friend class idStrId;
};

/*
================================================
idLocalization 
================================================
*/
class idLocalization {
public:
	static const char *		GetString( const char * inString );		// returns inString if string not found
	static const char *		FindString( const char * inString );	// Returns NULL if string not found

	static void				ClearDictionary();
	static bool				LoadDictionary( const byte * buffer, const int bufferLen, const char * name );

	// This is only here for tools, normal code should only ever call GetString
	static idLangDict &		GetDictionary() { return languageDict; }

	static utf8Encoding_t	VerifyUTF8( const uint8 * buffer, const int bufferLen, const char * name );

private:
	static idLangDict					languageDict;
	friend class idStrId;
};

/*
================================================
idStrId represents a localized String as a String ID.
================================================
*/
class idStrId {
public:
	idStrId() : index( -1 ) { }
	idStrId( const idStrId & other ) : index( other.index ) { }

	explicit idStrId( int i ) : index( i ) { }
	explicit idStrId( const char * key ) { Set( key ); }
	explicit idStrId( const idStr & key ) { Set( key ); }

	void operator=( const char * key ) { Set( key ); }
	void operator=( const idStr & key ) { Set( key ); }
	void operator=( const idStrId & other ) { index = other.index; }

	bool operator==( const idStrId & other ) const { return index == other.index; }
	bool operator!=( const idStrId & other ) const { return index != other.index; }

	void			Set( const char * key );

	void			Empty() { index = -1; }
	bool			IsEmpty() const { return index < 0; }

	const char *	GetKey() const;
	const char *	GetLocalizedString() const;

	int				GetIndex() const { return index; }
	void			SetIndex( int i ) { index = i; }

private:
	int index;	// Index into the language dictionary
};

#endif // !__LANGDICT_H__
