mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
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UI: Abstract applet launch logic for future potential applets
Optimize locale loading (remove always loading english, that was only needed with the old system)
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@ -1,7 +1,6 @@
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using Gommon;
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using Ryujinx.Ava.UI.ViewModels;
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using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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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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@ -17,7 +16,6 @@ namespace Ryujinx.Ava.Common.Locale
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private const string DefaultLanguageCode = "en_US";
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private readonly Dictionary<LocaleKeys, string> _localeStrings;
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private Dictionary<LocaleKeys, string> _localeDefaultStrings;
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private readonly ConcurrentDictionary<LocaleKeys, object[]> _dynamicValues;
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private string _localeLanguageCode;
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@ -27,7 +25,6 @@ namespace Ryujinx.Ava.Common.Locale
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public LocaleManager()
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{
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_localeStrings = new Dictionary<LocaleKeys, string>();
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_localeDefaultStrings = new Dictionary<LocaleKeys, string>();
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_dynamicValues = new ConcurrentDictionary<LocaleKeys, object[]>();
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Load();
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@ -37,9 +34,7 @@ namespace Ryujinx.Ava.Common.Locale
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{
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var localeLanguageCode = !string.IsNullOrEmpty(ConfigurationState.Instance.UI.LanguageCode.Value) ?
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ConfigurationState.Instance.UI.LanguageCode.Value : CultureInfo.CurrentCulture.Name.Replace('-', '_');
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// Load en_US as default, if the target language translation is missing or incomplete.
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LoadDefaultLanguage();
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LoadLanguage(localeLanguageCode);
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// Save whatever we ended up with.
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@ -66,26 +61,14 @@ namespace Ryujinx.Ava.Common.Locale
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}
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catch
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{
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// If formatting failed use the default text instead.
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if (_localeDefaultStrings.TryGetValue(key, out value))
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try
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{
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return string.Format(value, dynamicValue);
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}
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catch
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{
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// If formatting the default text failed return the key.
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return key.ToString();
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}
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// If formatting the text failed,
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// continue to the below line & return the text without formatting.
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}
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return value;
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}
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// If the locale doesn't contain the key return the default one.
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return _localeDefaultStrings.TryGetValue(key, out string defaultValue)
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? defaultValue
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: key.ToString(); // If the locale text doesn't exist return the key.
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return key.ToString(); // If the locale text doesn't exist return the key.
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}
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set
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{
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@ -114,11 +97,6 @@ namespace Ryujinx.Ava.Common.Locale
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return this[key];
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}
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private void LoadDefaultLanguage()
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{
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_localeDefaultStrings = LoadJsonLanguage(DefaultLanguageCode);
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}
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public void LoadLanguage(string languageCode)
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{
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var locale = LoadJsonLanguage(languageCode);
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@ -126,7 +104,7 @@ namespace Ryujinx.Ava.Common.Locale
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if (locale == null)
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{
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_localeLanguageCode = DefaultLanguageCode;
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locale = _localeDefaultStrings;
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locale = LoadJsonLanguage(_localeLanguageCode);
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}
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else
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{
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@ -167,15 +145,16 @@ namespace Ryujinx.Ava.Common.Locale
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if (!Enum.TryParse<LocaleKeys>(locale.ID, out var localeKey))
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continue;
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localeStrings[localeKey] =
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locale.Translations.TryGetValue(languageCode, out string val) && !string.IsNullOrEmpty(val)
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? val
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: locale.Translations[DefaultLanguageCode];
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if (string.IsNullOrEmpty(localeStrings[localeKey]))
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var str = locale.Translations.TryGetValue(languageCode, out string val) && !string.IsNullOrEmpty(val)
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? val
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: locale.Translations[DefaultLanguageCode];
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if (string.IsNullOrEmpty(str))
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{
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throw new Exception($"Locale key '{locale.ID}' has no valid translations for desired language {languageCode}! {DefaultLanguageCode} is an empty string or null");
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}
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localeStrings[localeKey] = str;
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}
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return localeStrings;
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