Add support for adding new culture to game localization

This commit is contained in:
Wojtek Figat
2021-04-22 17:09:27 +02:00
parent ace8295ab7
commit d4a27f38ff

View File

@@ -2,18 +2,24 @@
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using FlaxEditor.Content.Settings;
using FlaxEditor.CustomEditors.Editors;
using FlaxEditor.Scripting;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Utilities;
using Object = FlaxEngine.Object;
namespace FlaxEditor.CustomEditors.Dedicated
{
[CustomEditor(typeof(LocalizationSettings))]
sealed class LocalizationSettingsEditor : GenericEditor
{
private CultureInfo _theMostTranslatedCulture;
private int _theMostTranslatedCultureCount;
/// <inheritdoc />
public override void Initialize(LayoutElementsContainer layout)
{
@@ -51,12 +57,20 @@ namespace FlaxEditor.CustomEditors.Dedicated
var group = layout.Group("Locales");
// Show all existing locales
_theMostTranslatedCulture = null;
_theMostTranslatedCultureCount = -1;
foreach (var e in locales)
{
var culture = new CultureInfo(e.Key);
var prop = group.AddPropertyItem(CultureInfoEditor.GetName(culture), culture.NativeName);
int count = e.Sum(x => tableEntries[x].Values.Count(y => y != null && y.Length != 0 && !string.IsNullOrEmpty(y[0])));
prop.Label(string.Format("Progress: {0}% ({1}/{2})", (int)(((float)count / allKeys.Count * 100.0f)), count, allKeys.Count));
int count = e.Sum(x => tableEntries[x].Count);
int validCount = e.Sum(x => tableEntries[x].Values.Count(y => y != null && y.Length != 0 && !string.IsNullOrEmpty(y[0])));
if (count > _theMostTranslatedCultureCount)
{
_theMostTranslatedCulture = culture;
_theMostTranslatedCultureCount = count;
}
prop.Label(string.Format("Progress: {0}% ({1}/{2})", (int)(((float)validCount / allKeys.Count * 100.0f)), validCount, allKeys.Count));
prop.Label("Tables:");
foreach (var table in e)
{
@@ -69,6 +83,69 @@ namespace FlaxEditor.CustomEditors.Dedicated
}
group.Space(10);
}
// New locale add button
var addLocale = group.Button("Add Locale..").Button;
addLocale.Height = 16.0f;
addLocale.ButtonClicked += delegate(Button button)
{
var menu = CultureInfoEditor.CreatePicker(null, culture =>
{
var displayName = CultureInfoEditor.GetName(culture);
if (locales.Any(x => x.Key == culture.Name))
{
MessageBox.Show($"Culture '{displayName}' is already added.");
return;
}
Editor.Log($"Adding culture '{displayName}' to localization settings");
var newTables = settings.LocalizedStringTables.ToList();
if (_theMostTranslatedCulture != null)
{
// Duplicate localization for culture with the highest amount of keys
var g = locales.First(x => x.Key == _theMostTranslatedCulture.Name);
foreach (var e in g)
{
var path = e.Path;
var filename = Path.GetFileNameWithoutExtension(path);
if (filename.EndsWith(_theMostTranslatedCulture.Name))
filename = filename.Substring(0, filename.Length - _theMostTranslatedCulture.Name.Length);
path = Path.Combine(Path.GetDirectoryName(path), filename + culture.Name + ".json");
var table = FlaxEngine.Content.CreateVirtualAsset<LocalizedStringTable>();
table.Locale = culture.Name;
var entries = new Dictionary<string, string[]>();
foreach (var ee in tableEntries[e])
{
var vv = (string[])ee.Value.Clone();
for (var i = 0; i < vv.Length; i++)
vv[i] = string.Empty;
entries.Add(ee.Key, vv);
}
table.Entries = entries;
if (!table.Save(path))
{
Object.Destroy(table);
newTables.Add(FlaxEngine.Content.LoadAsync<LocalizedStringTable>(path));
}
}
}
else
{
// No localization so initialize with empty table
var path = Path.Combine(Path.Combine(Path.GetDirectoryName(GameSettings.Load().Localization.Path), "Localization", culture.Name + ".json"));
var table = FlaxEngine.Content.CreateVirtualAsset<LocalizedStringTable>();
table.Locale = culture.Name;
if (!table.Save(path))
{
Object.Destroy(table);
newTables.Add(FlaxEngine.Content.LoadAsync<LocalizedStringTable>(path));
}
}
settings.LocalizedStringTables = newTables.ToArray();
Presenter.OnModified();
RebuildLayout();
});
menu.Show(button, new Vector2(0, button.Height));
};
}
{