Pick game icon based on the configured system language
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@ -24,6 +24,8 @@
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#include "core/file_sys/vfs_layered.h"
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#include "core/file_sys/vfs_vector.h"
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#include "core/hle/service/filesystem/filesystem.h"
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#include "core/hle/service/ns/language.h"
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#include "core/hle/service/set/set.h"
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#include "core/loader/loader.h"
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#include "core/loader/nso.h"
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#include "core/memory/cheat_engine.h"
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@ -623,8 +625,37 @@ PatchManager::Metadata PatchManager::ParseControlNCA(const NCA& nca) const {
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auto nacp = nacp_file == nullptr ? nullptr : std::make_unique<NACP>(nacp_file);
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// Get language code from settings
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const auto language_code =
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Service::Set::GetLanguageCodeFromIndex(Settings::values.language_index.GetValue());
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// Convert to application language and get priority list
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const auto application_language =
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Service::NS::ConvertToApplicationLanguage(language_code)
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.value_or(Service::NS::ApplicationLanguage::AmericanEnglish);
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const auto language_priority_list =
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Service::NS::GetApplicationLanguagePriorityList(application_language);
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// Convert to language names
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auto priority_language_names = FileSys::LANGUAGE_NAMES; // Copy
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if (language_priority_list) {
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for (size_t i = 0; i < priority_language_names.size(); ++i) {
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// Relies on FileSys::LANGUAGE_NAMES being in the same order as
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// Service::NS::ApplicationLanguage
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const auto language_index = static_cast<u8>(language_priority_list->at(i));
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if (language_index < FileSys::LANGUAGE_NAMES.size()) {
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priority_language_names[i] = FileSys::LANGUAGE_NAMES[language_index];
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} else {
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// Not a catastrophy, unlikely to happen
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LOG_WARNING(Loader, "Invalid language index {}", language_index);
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}
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}
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}
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// Get first matching icon
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VirtualFile icon_file;
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for (const auto& language : FileSys::LANGUAGE_NAMES) {
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for (const auto& language : priority_language_names) {
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icon_file = extracted->GetFile(std::string("icon_").append(language).append(".dat"));
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if (icon_file != nullptr) {
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break;
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