jak-project/goalc/make/Tools.cpp

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#include "Tools.h"
#include "common/goos/ParseHelpers.h"
#include "common/util/DgoWriter.h"
#include "common/util/FileUtil.h"
#include "goalc/build_level/jak1/build_level.h"
#include "goalc/build_level/jak2/build_level.h"
#include "goalc/compiler/Compiler.h"
#include "goalc/data_compiler/dir_tpages.h"
#include "goalc/data_compiler/game_count.h"
#include "goalc/data_compiler/game_text_common.h"
#include "third-party/fmt/core.h"
CompilerTool::CompilerTool(Compiler* compiler) : Tool("goalc"), m_compiler(compiler) {}
bool CompilerTool::needs_run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
if (!m_compiler->knows_object_file(fs::path(task.input.at(0)).stem().u8string())) {
return true;
}
return Tool::needs_run(task, path_map);
}
bool CompilerTool::run(const ToolInput& task, const PathMap& /*path_map*/) {
// todo check inputs
try {
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CompilationOptions options;
options.filename = task.input.at(0);
options.color = true;
options.write = true;
m_compiler->asm_file(options);
} catch (std::exception& e) {
lg::print("Compilation failed: {}\n", e.what());
return false;
}
return true;
}
namespace {
DgoDescription parse_desc_file(const std::string& filename, goos::Reader& reader) {
auto& dgo_desc = reader.read_from_file({filename}).as_pair()->cdr;
if (goos::list_length(dgo_desc) != 1) {
throw std::runtime_error("Invalid DGO description - got too many lists");
}
auto& dgo = dgo_desc.as_pair()->car;
DgoDescription desc;
auto& first = dgo.as_pair()->car;
desc.dgo_name = first.as_string()->data;
auto& dgo_rest = dgo.as_pair()->cdr.as_pair()->car;
for_each_in_list(dgo_rest, [&](const goos::Object& entry) {
if (!entry.is_string()) {
throw std::runtime_error(fmt::format("Invalid file name for DGO: {}\n", entry.print()));
}
DgoDescription::DgoEntry o;
const auto& file_name = entry.as_string()->data;
// automatically deduce dgo name
// (not really a fan of how this is written...)
if (file_name.length() > 2 && file_name.substr(file_name.length() - 2, 2) == ".o") {
// ends with .o so it's a code file
o.name_in_dgo = file_name.substr(0, file_name.length() - 2);
} else if (file_name.length() > 6 && file_name.substr(file_name.length() - 6, 6) == "-ag.go") {
// ends with -ag.go so it's an art group file
o.name_in_dgo = file_name.substr(0, file_name.length() - 6);
} else if (file_name.length() > 3 && file_name.substr(file_name.length() - 3, 3) == ".go") {
// ends with .go so it's a generic data file
o.name_in_dgo = file_name.substr(0, file_name.length() - 3);
}
o.file_name = file_name;
desc.entries.push_back(o);
});
return desc;
}
} // namespace
DgoTool::DgoTool() : Tool("dgo") {}
bool DgoTool::run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
auto desc = parse_desc_file(task.input.at(0), m_reader);
build_dgo(desc, path_map.output_prefix);
return true;
}
std::vector<std::string> DgoTool::get_additional_dependencies(const ToolInput& task,
const PathMap& path_map) {
std::vector<std::string> result;
auto desc = parse_desc_file(task.input.at(0), m_reader);
for (auto& x : desc.entries) {
// todo out
result.push_back(fmt::format("out/{}obj/{}", path_map.output_prefix, x.file_name));
}
return result;
}
TpageDirTool::TpageDirTool() : Tool("tpage-dir") {}
bool TpageDirTool::run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
compile_dir_tpages(task.input.at(0), path_map.output_prefix);
return true;
}
CopyTool::CopyTool() : Tool("copy") {}
bool CopyTool::run(const ToolInput& task, const PathMap& /*path_map*/) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
for (auto& out : task.output) {
fs::copy(fs::path(file_util::get_file_path({task.input.at(0)})),
fs::path(file_util::get_file_path({out})), fs::copy_options::overwrite_existing);
}
return true;
}
GameCntTool::GameCntTool() : Tool("game-cnt") {}
bool GameCntTool::run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
compile_game_count(task.input.at(0), path_map.output_prefix);
return true;
}
TextTool::TextTool() : Tool("text") {}
bool TextTool::needs_run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
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std::vector<std::string> deps;
std::vector<GameTextDefinitionFile> files;
open_text_project("text", task.input.at(0), files);
for (auto& file : files) {
deps.push_back(path_map.apply_remaps(file.file_path));
}
return Tool::needs_run({task.input, deps, task.output, task.arg}, path_map);
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
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}
bool TextTool::run(const ToolInput& task, const PathMap& path_map) {
GameTextDB db;
std::vector<GameTextDefinitionFile> files;
open_text_project("text", task.input.at(0), files);
for (auto& file : files) {
file.file_path = path_map.apply_remaps(file.file_path);
}
compile_game_text(files, db, path_map.output_prefix);
return true;
}
GroupTool::GroupTool() : Tool("group") {}
bool GroupTool::run(const ToolInput&, const PathMap& /*path_map*/) {
return true;
}
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
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void enumerate_subtitle_project_files(const std::string& tool_name,
const std::string& file_path,
const PathMap& path_map,
std::vector<GameSubtitleDefinitionFile>& files,
std::vector<std::string>& deps) {
open_subtitle_project(tool_name, file_path, files);
for (auto& file : files) {
deps.push_back(path_map.apply_remaps(file.lines_path));
deps.push_back(path_map.apply_remaps(file.meta_path));
if (file.lines_base_path) {
deps.push_back(path_map.apply_remaps(file.lines_base_path.value()));
}
if (file.meta_base_path) {
deps.push_back(path_map.apply_remaps(file.meta_base_path.value()));
}
}
}
void run_subtitle_project_files(const std::string& tool_name,
const std::string& file_path,
const PathMap& path_map,
std::vector<GameSubtitleDefinitionFile>& files) {
open_subtitle_project(tool_name, file_path, files);
for (auto& file : files) {
file.lines_path = path_map.apply_remaps(file.lines_path);
file.meta_path = path_map.apply_remaps(file.meta_path);
if (file.lines_base_path) {
file.lines_base_path = path_map.apply_remaps(file.lines_base_path.value());
}
if (file.meta_base_path) {
file.meta_base_path = path_map.apply_remaps(file.meta_base_path.value());
}
}
}
[game] pc port progress menu (#1281) * fix typo * more typo * shorten discord rpc text * allow expanding enums after the fact (untested) * make `game_text` work similar to subtitles * update progress decomp * update some types + `do-not-decompile` in bitfield * fixes and fall back to original progress code * update `progress` decomp with new enums * update config files * fix enums and debug menu * always allocate (but not use) a lot of particles * small rework to display mode options * revert resolution/aspect-ratio symbol mess * begin the override stuff * make `progress-draw` more readable * more fixes * codacy good boy points * first step overriding code * finish progress overrides, game options menu fully functional! * minor fixes * Update game.gp * Update sparticle-launcher.gc * clang * change camera controls text * oops * some cleanup * derp * nice job * implement menu scrolling lol * make scrollable menus less cramped, fix arrows * make some carousell things i guess * add msaa carousell to test * oops * Update progress-pc.gc * make `pc-get-screen-size` (untested) * resolution menu * input fixes * return when selecting resolution * scroll fixes * Update progress-pc.gc * add "fit to screen" button * bug * complete resolutions menu * aspect ratio menu * subtitles language * subtitle speaker * final adjustments * ref test * fix tests * fix ref! * reduce redundancy a bit * fix mem leaks? * save settings on progress exit * fix init reorder * remove unused code * rename goal project-like files to the project extension * sha display toggle * aspect ratio settings fixes * dont store text db's in compiler * properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00
SubtitleTool::SubtitleTool() : Tool("subtitle") {}
bool SubtitleTool::needs_run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
std::vector<GameSubtitleDefinitionFile> files;
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
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std::vector<std::string> deps;
enumerate_subtitle_project_files(name(), task.input.at(0), path_map, files, deps);
return Tool::needs_run({task.input, deps, task.output, task.arg}, path_map);
}
bool SubtitleTool::run(const ToolInput& task, const PathMap& path_map) {
GameSubtitleDB db;
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-08 21:53:39 -04:00
db.m_subtitle_version = GameSubtitleDB::SubtitleFormat::V1;
std::vector<GameSubtitleDefinitionFile> files;
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
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run_subtitle_project_files(name(), task.input.at(0), path_map, files);
compile_game_subtitles(files, db, path_map.output_prefix);
return true;
}
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-08 21:53:39 -04:00
SubtitleV2Tool::SubtitleV2Tool() : Tool("subtitle-v2") {}
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-08 21:53:39 -04:00
bool SubtitleV2Tool::needs_run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-08 21:53:39 -04:00
std::vector<GameSubtitleDefinitionFile> files;
std::vector<std::string> deps;
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-08 21:53:39 -04:00
enumerate_subtitle_project_files(name(), task.input.at(0), path_map, files, deps);
return Tool::needs_run({task.input, deps, task.output, task.arg}, path_map);
}
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802) The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-08 21:53:39 -04:00
bool SubtitleV2Tool::run(const ToolInput& task, const PathMap& path_map) {
GameSubtitleDB db;
db.m_subtitle_version = GameSubtitleDB::SubtitleFormat::V2;
std::vector<GameSubtitleDefinitionFile> files;
run_subtitle_project_files(name(), task.input.at(0), path_map, files);
compile_game_subtitles(files, db, path_map.output_prefix);
return true;
}
BuildLevelTool::BuildLevelTool() : Tool("build-level") {}
bool BuildLevelTool::needs_run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
auto deps = get_build_level_deps(task.input.at(0));
return Tool::needs_run({task.input, deps, task.output, task.arg}, path_map);
}
bool BuildLevelTool::run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
return jak1::run_build_level(task.input.at(0), task.output.at(0), path_map.output_prefix);
}
BuildLevel2Tool::BuildLevel2Tool() : Tool("build-level2") {}
bool BuildLevel2Tool::needs_run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
auto deps = get_build_level_deps(task.input.at(0));
return Tool::needs_run({task.input, deps, task.output, task.arg}, path_map);
}
bool BuildLevel2Tool::run(const ToolInput& task, const PathMap& path_map) {
if (task.input.size() != 1) {
throw std::runtime_error(fmt::format("Invalid amount of inputs to {} tool", name()));
}
return jak2::run_build_level(task.input.at(0), task.output.at(0), path_map.output_prefix);
}