UnleashedRecomp/UnleashedRecomp/locale/locale.cpp

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Linux support. (#54) * Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
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#include <user/config.h>
#include <locale/locale.h>
std::unordered_map<std::string, std::unordered_map<ELanguage, std::string>> g_locale =
{
{
"Options_Category_System",
{
{ ELanguage::English, "SYSTEM" }
}
},
{
"Options_Category_Input",
{
{ ELanguage::English, "INPUT" }
}
},
{
"Options_Category_Audio",
{
{ ELanguage::English, "AUDIO" }
}
},
{
"Options_Category_Video",
{
{ ELanguage::English, "VIDEO" }
}
},
{
"Options_Value_Max",
{
{ ELanguage::English, "MAX" }
}
},
{
"Options_Name_WindowSize",
{
{ ELanguage::English, "Window Size" }
}
},
{
"Options_Desc_WindowSize",
{
{ ELanguage::English, "Adjust the size of the game window in windowed mode." }
}
},
{
"Options_Desc_NotAvailable",
{
{ ELanguage::English, "This option is not available at this location." }
}
},
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{
"Options_Desc_NotAvailableWindowed",
{
{ ELanguage::English, "This option is not available in windowed mode." }
}
},
{
"Options_Desc_NotAvailableHardware",
{
{ ELanguage::English, "This option is not available with your current hardware configuration." }
}
},
{
"Options_Desc_NotAvailableMSAA",
{
{ ELanguage::English, "This option is not available without MSAA." }
}
},
{
"Options_Desc_OSNotSupported",
{
{ ELanguage::English, "This option is not supported by your operating system." }
}
},
{
"Options_Message_Restart",
{
{ ELanguage::English, "The game will now restart." }
}
},
{
"Achievements_Name",
{
{ ELanguage::English, "Achievements" }
}
},
{
"Achievements_Name_Uppercase",
{
{ ELanguage::English, "ACHIEVEMENTS" }
}
},
{
"Achievements_Unlock",
{
{ ELanguage::English, "Achievement Unlocked!" }
}
},
{
"Installer_Header_Installer",
{
{ ELanguage::English, "INSTALLER" },
{ ELanguage::Spanish, "INSTALADOR" },
},
},
{
"Installer_Header_Installing",
{
{ ELanguage::English, "INSTALLING" },
{ ELanguage::Spanish, "INSTALANDO" },
}
},
{
"Installer_Page_SelectLanguage",
{
{ ELanguage::English, "Please select a language." }
}
},
{
"Installer_Page_Introduction",
{
{ ELanguage::English, "Welcome to Unleashed Recompiled!\n\nYou'll need an Xbox 360 copy\nof Sonic Unleashed in order to proceed with the installation." }
}
},
{
"Installer_Page_SelectGameAndUpdate",
{
{ ELanguage::English, "Add the files for the game and its title update. You can use digital dumps or pre-extracted folders containing the necessary files." }
}
},
{
"Installer_Page_SelectDLC",
{
{ ELanguage::English, "Add the files for the DLC. You can use digital dumps or pre-extracted folders containing the necessary files." }
}
},
{
"Installer_Page_CheckSpace",
{
{ ELanguage::English, "The content will be installed to the program's folder. Please confirm you have enough free space.\n\n" }
}
},
{
"Installer_Page_Installing",
{
{ ELanguage::English, "Please wait while the content is being installed..." }
}
},
{
"Installer_Page_InstallSucceeded",
{
{ ELanguage::English, "Installation complete.\n\nThis project is brought to you by:\n\n" }
}
},
{
"Installer_Page_InstallFailed",
{
{ ELanguage::English, "Installation failed.\n\nError:\n\n" }
}
},
{
"Installer_Step_Game",
{
{ ELanguage::English, "GAME" }
}
},
{
"Installer_Step_Update",
{
{ ELanguage::English, "UPDATE" }
}
},
{
"Installer_Step_RequiredSpace",
{
{ ELanguage::English, "Required space: %2.2f GiB" }
}
},
{
"Installer_Step_AvailableSpace",
{
{ ELanguage::English, "Available space: %2.2f GiB" }
}
},
{
"Installer_Button_Next",
{
{ ELanguage::English, "NEXT" },
{ ELanguage::Spanish, "SIGUIENTE" },
{ ELanguage::German, "WEITER" },
}
},
{
"Installer_Button_Skip",
{
{ ELanguage::English, "SKIP" },
{ ELanguage::Spanish, "SALTAR" },
{ ELanguage::German, "ÜBERSPRINGEN" },
}
},
{
"Installer_Button_AddFiles",
{
{ ELanguage::English, "ADD FILES" },
{ ELanguage::Spanish, "AÑADIR ARCHIVOS" },
{ ELanguage::German, "DATEIEN HINZUFÜGEN" },
}
},
{
"Installer_Button_AddFolder",
{
{ ELanguage::English, "ADD FOLDER" },
{ ELanguage::Spanish, "AÑADIR CARPETA" },
{ ELanguage::German, "ORDNER HINZUFÜGEN" },
}
},
{
"Installer_Message_InvalidFilesList",
{
{ ELanguage::English, "The following selected files are invalid:" }
}
},
{
"Installer_Message_InvalidFiles",
{
{ ELanguage::English, "Some of the files that have\nbeen provided are not valid.\n\nPlease make sure all the\nspecified files are correct\nand try again." }
}
},
{
"Installer_Message_IncompatibleGameData",
{
{ ELanguage::English, "The specified game and\nupdate file are incompatible.\n\nPlease ensure the files are\nfor the same version and\nregion and try again." }
}
},
{
"Installer_Message_DLCWarning",
{
{ ELanguage::English, "It is highly recommended\nthat you install all of the\nDLC, as it includes high\nquality lighting textures\nfor the base game.\n\nAre you sure you want to\nskip this step?" }
}
},
{
"Installer_Message_TitleMissingDLC",
{
{ ELanguage::English, "This will restart the game to\nallow you to install any DLC\nthat you are missing.\n\nInstalling DLC will improve the\nlighting quality across the game.\n\nWould you like to install missing\ncontent?" }
}
},
{
"Installer_Message_Title",
{
{ ELanguage::English, "This restarts the game to\nallow you to install any DLC\nthat you may be missing.\n\nYou are not currently\nmissing any DLC.\n\nWould you like to proceed\nanyway?" }
}
},
{
"Title_Message_Quit",
{
{ ELanguage::English, "Are you sure you want to quit?" }
}
},
{
"Common_On",
{
{ ELanguage::English, "ON" },
{ ELanguage::Japanese, "オン" },
{ ELanguage::German, "EIN" },
{ ELanguage::French, "OUI" },
{ ELanguage::Spanish, "" },
{ ELanguage::Italian, "" }
}
},
{
"Common_Off",
{
{ ELanguage::English, "OFF" },
{ ELanguage::Japanese, "オフ" },
{ ELanguage::German, "AUS" },
{ ELanguage::French, "NON" },
{ ELanguage::Spanish, "NO" },
{ ELanguage::Italian, "NO" }
}
},
{
"Common_Yes",
{
{ ELanguage::English, "Yes" }
}
},
{
"Common_No",
{
{ ELanguage::English, "No" }
}
},
{
"Common_Next",
{
{ ELanguage::English, "Next" }
}
},
{
"Common_Select",
{
{ ELanguage::English, "Select" }
}
},
{
"Common_Back",
{
{ ELanguage::English, "Back" }
}
},
{
"Common_Reset",
{
{ ELanguage::English, "Reset" }
}
},
{
"Common_Switch",
{
{ ELanguage::English, "Switch" }
}
}
};
std::string& Localise(const char* key)
{
if (!g_locale.count(key))
return g_localeMissing;
if (!g_locale[key].count(Config::Language))
{
if (g_locale[key].count(ELanguage::English))
{
return g_locale[key][ELanguage::English];
}
else
{
return g_localeMissing;
}
}
return g_locale[key][Config::Language];
}