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https://github.com/Ryujinx/Ryujinx.git
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2355c2af62
Currently in `MenuMainBarView.axaml` we list all available languages and hardcode the language name with the language key. It's a bit bad beause if we want to add a new language, we have to edit the `csproj` and the `axaml` with the translated language name and the language code. I've put all translations in their respective locale files, add code into `MainMenuBarView` constructor to generate the menu automatically. Now we just have to edit the `csproj` if we want to add a new language.
114 lines
3.3 KiB
C#
114 lines
3.3 KiB
C#
using Ryujinx.Ava.UI.ViewModels;
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using Ryujinx.Common;
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using Ryujinx.Common.Utilities;
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using Ryujinx.Ui.Common.Configuration;
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using System;
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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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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<LocaleKeys, string> _localeStrings;
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private ConcurrentDictionary<LocaleKeys, object[]> _dynamicValues;
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public static LocaleManager Instance { get; } = new LocaleManager();
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public Dictionary<LocaleKeys, string> LocaleStrings { get => _localeStrings; set => _localeStrings = value; }
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public LocaleManager()
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{
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_localeStrings = new Dictionary<LocaleKeys, string>();
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_dynamicValues = new ConcurrentDictionary<LocaleKeys, 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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LoadDefaultLanguage();
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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[LocaleKeys 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.ToString();
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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(LocaleKeys 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 LoadDefaultLanguage()
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{
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LoadLanguage(DefaultLanguageCode);
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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 = JsonHelper.Deserialize<Dictionary<string, string>>(languageJson);
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foreach (var item in strings)
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{
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if (Enum.TryParse<LocaleKeys>(item.Key, out var key))
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{
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this[key] = item.Value;
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}
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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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} |