deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
105 lines
No EOL
3.1 KiB
C#
105 lines
No EOL
3.1 KiB
C#
using Ryujinx.Ava.Ui.ViewModels;
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using Ryujinx.Common;
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using Ryujinx.Ui.Common.Configuration;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text.Json;
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namespace Ryujinx.Ava.Common.Locale
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{
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class LocaleManager : BaseModel
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{
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private const string DefaultLanguageCode = "en_US";
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private Dictionary<string, string> _localeStrings;
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private ConcurrentDictionary<string, object[]> _dynamicValues;
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public static LocaleManager Instance { get; } = new LocaleManager();
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public Dictionary<string, string> LocaleStrings { get => _localeStrings; set => _localeStrings = value; }
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public LocaleManager()
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{
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_localeStrings = new Dictionary<string, string>();
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_dynamicValues = new ConcurrentDictionary<string, object[]>();
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Load();
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}
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public void Load()
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{
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string localeLanguageCode = CultureInfo.CurrentCulture.Name.Replace('-', '_');
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if (Program.PreviewerDetached)
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{
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if (!string.IsNullOrEmpty(ConfigurationState.Instance.Ui.LanguageCode.Value))
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{
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localeLanguageCode = ConfigurationState.Instance.Ui.LanguageCode.Value;
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}
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}
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// Load english first, if the target language translation is incomplete, we default to english.
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LoadLanguage(DefaultLanguageCode);
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if (localeLanguageCode != DefaultLanguageCode)
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{
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LoadLanguage(localeLanguageCode);
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}
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}
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public string this[string key]
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{
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get
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{
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if (_localeStrings.TryGetValue(key, out string value))
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{
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if (_dynamicValues.TryGetValue(key, out var dynamicValue))
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{
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return string.Format(value, dynamicValue);
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}
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return value;
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}
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return key;
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}
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set
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{
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_localeStrings[key] = value;
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OnPropertyChanged();
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}
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}
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public void UpdateDynamicValue(string key, params object[] values)
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{
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_dynamicValues[key] = values;
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OnPropertyChanged("Item");
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}
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public void LoadLanguage(string languageCode)
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{
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string languageJson = EmbeddedResources.ReadAllText($"Ryujinx.Ava/Assets/Locales/{languageCode}.json");
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if (languageJson == null)
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{
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return;
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}
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var strings = JsonSerializer.Deserialize<Dictionary<string, string>>(languageJson);
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foreach (var item in strings)
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{
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this[item.Key] = item.Value;
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}
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if (Program.PreviewerDetached)
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{
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ConfigurationState.Instance.Ui.LanguageCode.Value = languageCode;
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ConfigurationState.Instance.ToFileFormat().SaveConfig(Program.ConfigurationPath);
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}
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}
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}
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} |