mirror of
https://github.com/SirusDoma/VoxCharger.git
synced 2024-11-27 17:00:51 +01:00
b8f49e3e2d
- Fix naming and other code style issues - Fix `float` and `double` parsing issue when current System Culture comma separator is not `.` - This fixes issue when parsing BPM and other floating numbers. - Fix song selection when the program doesn't support the latest datecode in the future - It will disable Game Version and Infinite Version selection. - Replaced ancient `FolderBrowserDialog` with `CommonFileDialog` - Update default GameVersion and BackgroundId to latest version - Implement Radar information in `LevelEditorForm` - Implement built-in 2DX Encoder - Start Offset / TimeStamp and Fader effect for audio preview is now supported - Audio preview files is no longer divided into multiple files by default when audio files are unique. It still possible to specify unique preview via `LevelEditorForm` - Implement advanced configuration when importing .ksh chart - Add draft codes for Effect Mapping configurations and S3V support - Other Bugfixes and QoL improvements
116 lines
3.6 KiB
C#
116 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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namespace VoxCharger
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{
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public class VoxHeader
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{
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public int Id { get; set; }
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public string Title { get; set; }
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public string TitleYomigana { get; set; }
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public string Artist { get; set; }
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public string ArtistYomigana { get; set; }
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public string Ascii { get; set; }
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public double BpmMin { get; set; }
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public double BpmMax { get; set; }
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public DateTime DistributionDate { get; set; }
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public short Volume { get; set; }
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public short BackgroundId { get; set; }
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public int GenreId { get; set; }
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public GameVersion Version { get; set; } = GameVersion.ExceedGear;
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public InfiniteVersion InfVersion { get; set; } = InfiniteVersion.Mxm;
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public Dictionary<Difficulty, VoxLevelHeader> Levels { get; set; }
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public string CodeName => $"{Id:D4}_{Ascii}";
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public VoxHeader()
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{
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}
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public override string ToString()
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{
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return WithDecodedSymbols(Title);
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}
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public static string WithDecodedSymbols(string input)
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{
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if (string.IsNullOrEmpty(input))
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return input;
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var map = new Dictionary<string, string>
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{
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{"\u203E", "~"},
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{"\u301C", "~"},
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{"\u49FA", "ê"},
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{"\u5F5C", "ū"},
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{"\u66E6", "à"},
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{"\u66E9", "è"},
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{"\u7F47", "ê"},
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{"\u8E94", "🐾"},
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{"\u9A2B", "á"},
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{"\u9A69", "Ø"},
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{"\u9A6B", "ā"},
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{"\u9A6A", "ō"},
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{"\u9AAD", "ü"},
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{"\u9B2F", "ī"},
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{"\u9EF7", "ē"},
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{"\u9F63", "Ú"},
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{"\u9F67", "Ä"},
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{"\u973B", "♠"},
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{"\u9F6A", "♣"},
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{"\u9448", "♦"},
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{"\u9F72", "♥"},
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{"\u9F76", "♡"},
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{"\u9F77", "é"},
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{"?壬", "êp"}
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};
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string result = input;
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foreach (var c in map)
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result = result.Replace(c.Key, c.Value);
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return result;
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}
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public static string WithEncodedSymbols(string input)
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{
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if (string.IsNullOrEmpty(input))
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return input;
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var map = new Dictionary<string, string>
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{
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{"~", "\u203E"},
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{"~", "\u301C"},
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{"ê", "\u49FA"},
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{"ū", "\u5F5C"},
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{"à", "\u66E6"},
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{"è", "\u66E9"},
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{"ê", "\u7F47"},
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{"🐾", "\u8E94"},
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{"á", "\u9A2B"},
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{"Ø", "\u9A69"},
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{"ā", "\u9A6B"},
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{"ō", "\u9A6A"},
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{"ü", "\u9AAD"},
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{"ī", "\u9B2F"},
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{"ē", "\u9EF7"},
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{"Ú", "\u9F63"},
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{"Ä", "\u9F67"},
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{"♠", "\u973B"},
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{"♣", "\u9F6A"},
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{"♦", "\u9448"},
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{"♥", "\u9F72"},
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{"♡", "\u9F76"},
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{"é", "\u9F77"},
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{"êp", "?壬"}
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};
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string result = input;
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foreach (var c in map)
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result = result.Replace(c.Key, c.Value);
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return result;
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}
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}
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}
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