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Merge pull request #21199 from Susko3/fix-language-parsing
Fix parsing of `Language` when using system default language
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commit
846c219984
@ -3,6 +3,8 @@
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using System;
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using System.Globalization;
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using osu.Framework.Configuration;
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using osu.Framework.Localisation;
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using osu.Game.Localisation;
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namespace osu.Game.Extensions
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@ -29,5 +31,28 @@ namespace osu.Game.Extensions
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/// <returns>Whether the parsing succeeded.</returns>
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public static bool TryParseCultureCode(string cultureCode, out Language language)
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=> Enum.TryParse(cultureCode.Replace("-", "_"), out language);
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/// <summary>
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/// Parses the <see cref="Language"/> that is specified in <paramref name="frameworkLocale"/>,
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/// or if that is not valid, the language of the current <see cref="ResourceManagerLocalisationStore"/> as exposed by <paramref name="localisationParameters"/>.
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/// </summary>
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/// <param name="frameworkLocale">The current <see cref="FrameworkSetting.Locale"/>.</param>
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/// <param name="localisationParameters">The current <see cref="LocalisationParameters"/> of the <see cref="LocalisationManager"/>.</param>
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/// <returns>The parsed language.</returns>
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public static Language GetLanguageFor(string frameworkLocale, LocalisationParameters localisationParameters)
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{
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// the usual case when the user has changed the language
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if (TryParseCultureCode(frameworkLocale, out var language))
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return language;
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if (localisationParameters.Store != null)
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{
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// startup case, locale not explicitly set, or the set language was removed in an update
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if (TryParseCultureCode(localisationParameters.Store.EffectiveCulture.Name, out language))
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return language;
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}
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return Language.en;
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}
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}
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}
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@ -63,11 +63,12 @@ namespace osu.Game.Overlays.FirstRunSetup
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private class LanguageSelectionFlow : FillFlowContainer
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{
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private Bindable<string> frameworkLocale = null!;
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private IBindable<LocalisationParameters> localisationParameters = null!;
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private ScheduledDelegate? updateSelectedDelegate;
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager frameworkConfig)
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private void load(FrameworkConfigManager frameworkConfig, LocalisationManager localisation)
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{
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Direction = FillDirection.Full;
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Spacing = new Vector2(5);
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@ -80,10 +81,11 @@ namespace osu.Game.Overlays.FirstRunSetup
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});
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frameworkLocale = frameworkConfig.GetBindable<string>(FrameworkSetting.Locale);
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frameworkLocale.BindValueChanged(locale =>
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localisationParameters = localisation.CurrentParameters.GetBoundCopy();
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localisationParameters.BindValueChanged(p =>
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{
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if (!LanguageExtensions.TryParseCultureCode(locale.NewValue, out var language))
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language = Language.en;
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var language = LanguageExtensions.GetLanguageFor(frameworkLocale.Value, p.NewValue);
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// Changing language may cause a short period of blocking the UI thread while the new glyphs are loaded.
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// Scheduling ensures the button animation plays smoothly after any blocking operation completes.
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@ -1,8 +1,6 @@
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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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#nullable disable
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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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@ -16,15 +14,17 @@ namespace osu.Game.Overlays.Settings.Sections.General
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{
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public class LanguageSettings : SettingsSubsection
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{
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private SettingsDropdown<Language> languageSelection;
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private Bindable<string> frameworkLocale;
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private SettingsDropdown<Language> languageSelection = null!;
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private Bindable<string> frameworkLocale = null!;
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private IBindable<LocalisationParameters> localisationParameters = null!;
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protected override LocalisableString Header => GeneralSettingsStrings.LanguageHeader;
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager frameworkConfig, OsuConfigManager config)
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private void load(FrameworkConfigManager frameworkConfig, OsuConfigManager config, LocalisationManager localisation)
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{
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frameworkLocale = frameworkConfig.GetBindable<string>(FrameworkSetting.Locale);
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localisationParameters = localisation.CurrentParameters.GetBoundCopy();
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Children = new Drawable[]
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{
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@ -44,12 +44,8 @@ namespace osu.Game.Overlays.Settings.Sections.General
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},
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};
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frameworkLocale.BindValueChanged(locale =>
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{
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if (!LanguageExtensions.TryParseCultureCode(locale.NewValue, out var language))
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language = Language.en;
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languageSelection.Current.Value = language;
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}, true);
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localisationParameters.BindValueChanged(p
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=> languageSelection.Current.Value = LanguageExtensions.GetLanguageFor(frameworkLocale.Value, p.NewValue), true);
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languageSelection.Current.BindValueChanged(val => frameworkLocale.Value = val.NewValue.ToCultureCode());
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}
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