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Add basic language switching ability
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57
osu.Game/Localisation/ResourceManagerLocalisationStore.cs
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57
osu.Game/Localisation/ResourceManagerLocalisationStore.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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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.Resources;
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using System.Threading.Tasks;
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using osu.Framework.Localisation;
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namespace osu.Game.Localisation
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{
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public class ResourceManagerLocalisationStore : ILocalisationStore
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{
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private readonly Dictionary<string, ResourceManager> resourceManagers = new Dictionary<string, ResourceManager>();
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public ResourceManagerLocalisationStore(string cultureCode)
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{
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EffectiveCulture = new CultureInfo(cultureCode);
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}
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public void Dispose()
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{
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}
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public string Get(string lookup)
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{
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var split = lookup.Split(':');
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string ns = split[0];
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string key = split[1];
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if (!resourceManagers.TryGetValue(ns, out var manager))
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resourceManagers[ns] = manager = new ResourceManager(ns, GetType().Assembly);
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return manager.GetString(key, EffectiveCulture);
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}
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public Task<string> GetAsync(string lookup)
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{
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return Task.FromResult(Get(lookup));
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}
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public Stream GetStream(string name)
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{
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throw new NotImplementedException();
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}
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public IEnumerable<string> GetAvailableResources()
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{
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throw new NotImplementedException();
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}
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public CultureInfo EffectiveCulture { get; }
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}
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}
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@ -51,6 +51,7 @@ using osu.Game.Utils;
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using LogLevel = osu.Framework.Logging.LogLevel;
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using LogLevel = osu.Framework.Logging.LogLevel;
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using osu.Game.Database;
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using osu.Game.Database;
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using osu.Game.IO;
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using osu.Game.IO;
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using osu.Game.Localisation;
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namespace osu.Game
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namespace osu.Game
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{
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{
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@ -541,6 +542,12 @@ namespace osu.Game
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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foreach (var language in Enum.GetValues(typeof(Language)).OfType<Language>())
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{
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var cultureCode = language.ToString();
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Localisation.AddLanguage(cultureCode, new ResourceManagerLocalisationStore(cultureCode));
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}
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// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
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// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
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// in the cursor being shown for a few frames during the intro.
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// in the cursor being shown for a few frames during the intro.
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// This prevents the cursor from showing until we have a screen with CursorVisible = true
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// This prevents the cursor from showing until we have a screen with CursorVisible = true
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@ -1,27 +1,45 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Configuration;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Game.Localisation;
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namespace osu.Game.Overlays.Settings.Sections.General
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namespace osu.Game.Overlays.Settings.Sections.General
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{
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{
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public class LanguageSettings : SettingsSubsection
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public class LanguageSettings : SettingsSubsection
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{
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{
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private SettingsDropdown<Language> languageSelection;
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private Bindable<string> frameworkLocale;
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protected override string Header => "Language";
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protected override string Header => "Language";
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager frameworkConfig)
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private void load(FrameworkConfigManager frameworkConfig)
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{
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{
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frameworkLocale = frameworkConfig.GetBindable<string>(FrameworkSetting.Locale);
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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languageSelection = new SettingsEnumDropdown<Language>
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{
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LabelText = "Language",
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},
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new SettingsCheckbox
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new SettingsCheckbox
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{
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{
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LabelText = "Prefer metadata in original language",
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LabelText = "Prefer metadata in original language",
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Current = frameworkConfig.GetBindable<bool>(FrameworkSetting.ShowUnicode)
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Current = frameworkConfig.GetBindable<bool>(FrameworkSetting.ShowUnicode)
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},
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},
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};
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};
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if (!Enum.TryParse<Language>(frameworkLocale.Value, out var locale))
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locale = Language.en;
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languageSelection.Current.Value = locale;
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languageSelection.Current.BindValueChanged(val => frameworkLocale.Value = val.NewValue.ToString());
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}
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}
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}
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}
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}
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}
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