modular-avatar/Editor/Localization/Localization.cs
bd_ ddbc3b164b
chore: restructure repository to put package at top-level (#477)
* chore: rearrange package structure to have the package at the root

* ci: update CI workflows

* ci: fixing workflow bugs

* ci: recurse building .zip package

* ci: more fixes

* ci: add back in the nadena.dev VPM repo

* ci: fix tests
2023-10-08 15:39:57 +09:00

143 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.IO;
using System.Linq;
using Newtonsoft.Json;
using UnityEditor;
using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor
{
internal static class Localization
{
public static event Action OnLangChange;
private const string FallbackLanguage = "en";
private const string localizationPathGuid = "488c994003974b3ab2796371cf627bca";
private static string localizationPathRoot = AssetDatabase.GUIDToAssetPath(localizationPathGuid);
private static ImmutableDictionary<string, string> SupportedLanguageDisplayNames
= ImmutableDictionary<string, string>.Empty
.Add("en", "English")
.Add("ja", "日本語")
.Add("zh-hans", "简体中文")
.Add("ko", "한국어");
private static ImmutableList<string>
SupportedLanguages = new string[] {"en", "ja", "zh-hans", "ko"}.ToImmutableList();
private static string[] DisplayNames = SupportedLanguages.Select(l =>
{
return SupportedLanguageDisplayNames.TryGetValue(l, out var displayName) ? displayName : l;
}).ToArray();
private static Dictionary<string, ImmutableDictionary<string, string>> Cache
= new Dictionary<string, ImmutableDictionary<string, string>>();
internal static string OverrideLanguage { get; set; } = null;
[MenuItem("Tools/Modular Avatar/Reload localizations")]
public static void Reload()
{
Cache.Clear();
OnLangChange?.Invoke();
}
private static ImmutableDictionary<string, string> GetLocalization(string lang)
{
if (Cache.TryGetValue(lang, out var info))
{
return info;
}
var fallback = lang == FallbackLanguage
? ImmutableDictionary<string, string>.Empty
: GetLocalization(FallbackLanguage);
var filename = localizationPathRoot + "/" + lang + ".json";
try
{
var langData = File.ReadAllText(filename);
var tmp = JsonConvert.DeserializeObject<Dictionary<string, string>>(langData);
foreach (var kvp in fallback)
{
if (!tmp.ContainsKey(kvp.Key))
{
tmp[kvp.Key] = kvp.Value;
}
}
info = tmp.ToImmutableDictionary();
Cache[lang] = info;
return info;
}
catch (Exception e)
{
Debug.LogError("Failed to load language file " + filename);
Debug.LogException(e);
return ImmutableDictionary<string, string>.Empty;
}
}
public static GUIContent G(string key)
{
var tooltip = S(key + ".tooltip", null);
return tooltip != null ? new GUIContent(S(key), tooltip) : new GUIContent(S(key));
}
public static string S(string key)
{
return S(key, key);
}
public static string S_f(string key, params string[] format)
{
try
{
return string.Format(S(key, key), format);
}
catch (FormatException e)
{
return S(key, key) + "(" + string.Join(", ", format) + ")";
}
}
public static string S(string key, string defValue)
{
var info = GetLocalization(GetSelectedLocalization());
if (info.TryGetValue(key, out var value))
{
return value;
}
else
{
return defValue;
}
}
public static string GetSelectedLocalization()
{
return OverrideLanguage ?? EditorPrefs.GetString("nadena.dev.modularavatar.lang", "en");
}
public static void ShowLanguageUI()
{
EditorGUILayout.Separator();
var curLang = GetSelectedLocalization();
var curIndex = SupportedLanguages.IndexOf(curLang);
var newIndex = EditorGUILayout.Popup("Editor Language", curIndex, DisplayNames);
if (newIndex != curIndex)
{
EditorPrefs.SetString("nadena.dev.modularavatar.lang", SupportedLanguages[newIndex]);
Reload();
}
}
}
}