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https://github.com/par274/sharpemu.git
synced 2026-07-15 22:22:41 +00:00
[GUI] now languages are embedded in a single assembly
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@@ -48,7 +48,7 @@ SPDX-License-Identifier: GPL-2.0-or-later
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<TargetPath>LICENSE.txt</TargetPath>
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<Visible>False</Visible>
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</Content>
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<Content Include="..\SharpEmu.GUI\Languages\*.json">
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<Content Include="..\SharpEmu.GUI\Languages\*.json" Condition="'$(Configuration)' != 'Release'">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<TargetPath>Languages\%(Filename)%(Extension)</TargetPath>
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<Visible>False</Visible>
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@@ -6,10 +6,11 @@ using System.Text.Json;
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namespace SharpEmu.GUI;
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/// <summary>
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/// Loads UI strings for the launcher from Languages/<code>.json next to the
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/// executable. The files are plain, pretty-printed JSON (a flat key/value
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/// map) so they stay easy to open and translate by hand; a missing or
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/// unreadable key falls back to the key name itself.
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/// Loads UI strings for the launcher. Every language ships embedded in the
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/// assembly (see SharpEmu.GUI.csproj) so a release build is fully
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/// self-contained; an optional Languages/<code>.json file next to the
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/// executable overrides the embedded copy for that code, so a translation
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/// fix or a brand-new language never needs a rebuild.
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/// </summary>
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public sealed class Localization
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{
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@@ -17,13 +18,16 @@ public sealed class Localization
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public sealed record LanguageInfo(string Code, string NativeName);
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private const string EmbeddedResourcePrefix = "Languages.";
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private const string EmbeddedResourceSuffix = ".json";
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private Dictionary<string, string> _strings = new();
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private Localization()
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{
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}
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/// <summary>Directory holding the *.json language files; user-editable.</summary>
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/// <summary>Directory holding optional *.json language overrides, next to the executable.</summary>
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public static string LanguagesDirectory => Path.Combine(AppContext.BaseDirectory, "Languages");
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public string CurrentCode { get; private set; } = "en";
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@@ -32,32 +36,73 @@ public sealed class Localization
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public string Format(string key, params object?[] args) => string.Format(Get(key), args);
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/// <summary>Languages discovered under <see cref="LanguagesDirectory"/>, sorted by code.</summary>
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/// <summary>
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/// Languages available either embedded in the binary or as a loose
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/// override file, sorted by code. A loose file's declared name wins when
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/// the same code exists in both places.
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/// </summary>
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public List<LanguageInfo> DiscoverLanguages()
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{
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var languages = new List<LanguageInfo>();
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var languages = new Dictionary<string, LanguageInfo>(StringComparer.OrdinalIgnoreCase);
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foreach (var code in EmbeddedLanguageCodes())
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{
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using var stream = OpenEmbeddedLanguageStream(code);
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if (stream is not null)
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{
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languages[code] = new LanguageInfo(code, ReadLanguageName(stream) ?? code);
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}
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}
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try
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{
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foreach (var file in Directory.EnumerateFiles(LanguagesDirectory, "*.json"))
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{
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var code = Path.GetFileNameWithoutExtension(file);
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languages.Add(new LanguageInfo(code, ReadLanguageName(file) ?? code));
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using var stream = File.OpenRead(file);
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languages[code] = new LanguageInfo(code, ReadLanguageName(stream) ?? code);
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}
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}
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catch (Exception)
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{
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// Missing Languages directory: no languages to offer.
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// No loose Languages directory: the embedded languages still stand.
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}
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languages.Sort((a, b) => string.CompareOrdinal(a.Code, b.Code));
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return languages;
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var result = languages.Values.ToList();
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result.Sort((a, b) => string.CompareOrdinal(a.Code, b.Code));
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return result;
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}
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private static string? ReadLanguageName(string path)
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/// <summary>Loads a language by code (e.g. "en"): a loose override file first, then the embedded copy.</summary>
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public void Load(string code)
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{
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if (!TryLoadLooseFile(code) && !TryLoadEmbedded(code) &&
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!string.Equals(code, "en", StringComparison.OrdinalIgnoreCase))
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{
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_ = TryLoadLooseFile("en") || TryLoadEmbedded("en");
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}
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}
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private static IEnumerable<string> EmbeddedLanguageCodes()
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{
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foreach (var name in typeof(Localization).Assembly.GetManifestResourceNames())
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{
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if (name.StartsWith(EmbeddedResourcePrefix, StringComparison.Ordinal) &&
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name.EndsWith(EmbeddedResourceSuffix, StringComparison.Ordinal))
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{
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yield return name[EmbeddedResourcePrefix.Length..^EmbeddedResourceSuffix.Length];
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}
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}
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}
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private static Stream? OpenEmbeddedLanguageStream(string code) =>
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typeof(Localization).Assembly.GetManifestResourceStream($"{EmbeddedResourcePrefix}{code}{EmbeddedResourceSuffix}");
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private static string? ReadLanguageName(Stream stream)
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{
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try
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{
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using var document = JsonDocument.Parse(File.ReadAllText(path));
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using var document = JsonDocument.Parse(stream);
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if (document.RootElement.TryGetProperty("_languageName", out var name) &&
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name.ValueKind == JsonValueKind.String)
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{
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@@ -66,44 +111,54 @@ public sealed class Localization
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}
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catch (Exception)
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{
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// Malformed file: fall back to the file's code as its display name.
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// Malformed file: fall back to the code as its own display name.
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}
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return null;
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}
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/// <summary>Loads a language by file code (e.g. "en"), falling back to English.</summary>
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public void Load(string code)
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{
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if (!TryLoadFile(code) && !string.Equals(code, "en", StringComparison.OrdinalIgnoreCase))
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{
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TryLoadFile("en");
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}
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}
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private bool TryLoadFile(string code)
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private bool TryLoadLooseFile(string code)
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{
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try
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{
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var path = Path.Combine(LanguagesDirectory, $"{code}.json");
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if (!File.Exists(path))
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{
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return false;
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}
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var loaded = JsonSerializer.Deserialize<Dictionary<string, string>>(File.ReadAllText(path));
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if (loaded is null)
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{
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return false;
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}
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_strings = loaded;
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CurrentCode = code;
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return true;
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return File.Exists(path) && TryLoad(code, File.ReadAllText(path));
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}
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catch (Exception)
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{
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return false;
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}
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}
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private bool TryLoadEmbedded(string code)
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{
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try
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{
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using var stream = OpenEmbeddedLanguageStream(code);
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if (stream is null)
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{
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return false;
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}
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using var reader = new StreamReader(stream);
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return TryLoad(code, reader.ReadToEnd());
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}
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catch (Exception)
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{
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return false;
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}
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}
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private bool TryLoad(string code, string json)
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{
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var loaded = JsonSerializer.Deserialize<Dictionary<string, string>>(json);
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if (loaded is null)
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{
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return false;
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}
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_strings = loaded;
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CurrentCode = code;
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return true;
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}
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}
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@@ -30,6 +30,14 @@ SPDX-License-Identifier: GPL-2.0-or-later
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<AvaloniaResource Include="..\..\assets\images\SharpEmu.ico" Link="Assets/SharpEmu.ico" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Languages\*.json">
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<LogicalName>Languages.%(Filename)%(Extension)</LogicalName>
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</EmbeddedResource>
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</ItemGroup>
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<!-- The controller readers (DualSense raw HID + Xbox XInput) are shared
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with the emulator's pad HLE. They are dependency-free, so they are
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compiled in directly rather than pulling a reference to all of
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