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Checkpoint: Convert prefabulated list picking to JSON file. Language support pending.
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parent
8e7974553a
commit
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2 changed files with 49 additions and 34 deletions
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@ -1,29 +1,29 @@
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{
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"Locales": [
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{
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"ID": "MenuBarActionsOpenMiiEditor",
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"Translations": {
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"ar_SA": "",
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"de_DE": "",
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"el_GR": "",
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"en_US": "Mii Editor",
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"es_ES": "Editor de Mii",
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"fr_FR": "Éditeur de Mii",
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"en_US": "JOKE!",
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"es_ES": "",
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"fr_FR": "",
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"he_IL": "",
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"it_IT": "Editor di Mii",
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"it_IT": "",
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"ja_JP": "",
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"ko_KR": "Mii 편집기",
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"no_NO": "Mii-redigerer",
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"pl_PL": "Edytor Mii",
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"pt_BR": "Editor de Mii",
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"ru_RU": "Редактор Mii",
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"sv_SE": "Mii-redigerare",
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"ko_KR": "",
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"no_NO": "",
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"pl_PL": "",
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"pt_BR": "",
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"ru_RU": "",
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"sv_SE": "",
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"th_TH": "",
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"tr_TR": "",
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"uk_UA": "Редактор Mii",
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"zh_CN": "Mii 编辑器",
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"zh_TW": "Mii 編輯器"
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"uk_UA": "",
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"zh_CN": "",
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"zh_TW": ""
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}
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}
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]
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}
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@ -1,13 +1,9 @@
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using System.Collections.Generic;
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using Ryujinx.Common.Logging;
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using Gommon;
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/* For use when working on json stuff
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using Ryujinx.Ava.Common.Locale;
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using Ryujinx.Common.Utilities;
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using System;
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using System.IO;
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using System.Text.Json.Serialization;
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*/
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using System.Text.Json;
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namespace Ryujinx.Common
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{
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@ -16,11 +12,11 @@ namespace Ryujinx.Common
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{
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public static void PrintSplash()
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{
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Logger.Notice.Print(LogClass.Application, " ___ __ _ ");
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Logger.Notice.Print(LogClass.Application, " ___ __ _ ");
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Logger.Notice.Print(LogClass.Application, @" / _ \ __ __ __ __ / / (_) ___ ___ _");
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Logger.Notice.Print(LogClass.Application, @" / , _/ / // // // / / _ \ / / / _ \ / _ `/");
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Logger.Notice.Print(LogClass.Application, @"/_/|_| \_, / \_,_/ /_.__//_/ /_//_/ \_, / ");
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Logger.Notice.Print(LogClass.Application, " /___/ /___/ ");
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Logger.Notice.Print(LogClass.Application, " /___/ /___/ ");
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Logger.Notice.Print(LogClass.Application, "");
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Logger.Notice.Print(LogClass.Application, GetSplash());
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@ -33,13 +29,39 @@ namespace Ryujinx.Common
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{
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if (string.IsNullOrEmpty(_Final_Splash))
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{
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_Final_Splash = _Main_Splashes.GetRandomElement();
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_Final_Splash = _Get_Lang_Json();
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}
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return $"{_Final_Splash}";
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}
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private static SplashLocalesJson _Splash_Json;
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// This list contains all splashes. Additions are welcome to this list : ) - Awesomeangotti
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private static string _Get_Lang_Json()
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{
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foreach (string uri in EmbeddedResources.GetAllAvailableResources("Ryujinx/Assets/Splashes", ".json"))
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{
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string data;
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string path = uri[..^".json".Length];
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path = path.Replace('.', '/');
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path = path.Append(".json");
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data = EmbeddedResources.ReadAllText(path);
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_Splash_Json = JsonSerializer.Deserialize<SplashLocalesJson>(data); // There will theoretically only ever be one splashes.json
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}
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return _Splash_Json.Locales.GetRandomElement().Translations["en_US"]; // Just need to get locale selection now
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}
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public struct SplashLocalesJson
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{
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public List<SplashLocalesEntry> Locales { get; set; }
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}
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public struct SplashLocalesEntry
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{
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public Dictionary<string, string> Translations { get; set; }
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}
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// Original splash list. Held here for temporary reasons
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private static List<string> _Main_Splashes = new()
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{
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"Ryubing is my middle name",
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@ -98,23 +120,16 @@ namespace Ryujinx.Common
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"Async shader compilation would destroy my soul",
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"Trans rights are human rights!",
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":3",
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":3",
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"Please connect a controller!",
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"Never gonna give you up!",
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"The game was rigged from the start",
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"Ganon is watching you!",
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}; // My working codes stops here. The rest is experimental
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"Now with 100% less JSON in the splash code!",
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"With every splash I get closer to insanity!",
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// Saving my place for now. This commented out code below here is my piss poor attempt at json parsing or deserializing or whatever it is.
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/*
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private static List<string> _Json_List;
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};
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// Please free me from this JSON prison.
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private static void _Make_Splash_List()
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{
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_Json_List = JsonHelper.DeserializeFromFile("Ryujinx/Assets/Splashes/Splash.json", JsonHelper.JsonSerializerContext);
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}
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*/
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}
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}
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