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Unified locales (#391)
Use 1 locales file instead of individual files for each langauge. This makes it easier to keep track of what is missing. The PR will automatically fix missing locales and throw an error if anything is incorrect, by running the emulator. That way the person adding a new locale or new language can just run the emulator once to populate all the fields, so they can easily begin translating.
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28 changed files with 21728 additions and 16810 deletions
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@ -1,11 +1,18 @@
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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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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.IO;
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using System.Linq;
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using System.Text.Encodings.Web;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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using System.Text.Unicode;
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namespace Ryujinx.Ava.Common.Locale
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{
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@ -143,25 +150,55 @@ namespace Ryujinx.Ava.Common.Locale
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private static Dictionary<LocaleKeys, string> LoadJsonLanguage(string languageCode)
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{
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var localeStrings = new Dictionary<LocaleKeys, string>();
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string languageJson = EmbeddedResources.ReadAllText($"Ryujinx/Assets/Locales/{languageCode}.json");
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string fileData = EmbeddedResources.ReadAllText($"Ryujinx/Assets/locales.json");
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if (languageJson == null)
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if (fileData == null)
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{
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// We were unable to find file for that language code.
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return null;
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}
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var strings = JsonHelper.Deserialize(languageJson, CommonJsonContext.Default.StringDictionary);
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LocalesJson json = JsonHelper.Deserialize(fileData, LocalesJsonContext.Default.LocalesJson);
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foreach ((string key, string val) in strings)
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foreach (LocalesEntry locale in json.Locales)
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{
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if (Enum.TryParse<LocaleKeys>(key, out var localeKey))
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if (locale.Translations.Count != json.Languages.Count)
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{
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localeStrings[localeKey] = val;
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Logger.Error?.Print(LogClass.UI, $"Locale key {{{locale.ID}}} is missing languages!");
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throw new Exception("Missing locale data!");
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}
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if (Enum.TryParse<LocaleKeys>(locale.ID, out var localeKey))
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{
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if (locale.Translations.TryGetValue(languageCode, out string val) && val != "")
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{
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localeStrings[localeKey] = val;
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}
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else
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{
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locale.Translations.TryGetValue("en_US", out val);
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localeStrings[localeKey] = val;
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}
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}
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}
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return localeStrings;
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}
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}
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public struct LocalesJson
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{
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public List<string> Languages { get; set; }
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public List<LocalesEntry> Locales { get; set; }
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}
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public struct LocalesEntry
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{
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public string ID { get; set; }
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public Dictionary<string, string> Translations { get; set; }
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}
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[JsonSourceGenerationOptions(WriteIndented = true)]
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[JsonSerializable(typeof(LocalesJson))]
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internal partial class LocalesJsonContext : JsonSerializerContext { }
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}
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