Base I18N implementation : Implement a structure that will make able to select a language within the settings menu (or config.ini) and the said menu option (Currently contains few texts in Japanese, English and French)
This commit is contained in:
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43eedd98f2
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637cafd892
@ -770,7 +770,6 @@ namespace TJAPlayer3
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public bool bEndingAnime = false; // 2017.01.27 DD 「また遊んでね」画面の有効/無効オプション追加
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public STDGBVALUE<E判定文字表示位置> 判定文字表示位置;
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// public int nハイハット切り捨て下限Velocity;
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// public int n切り捨て下限Velocity; // #23857 2010.12.12 yyagi VelocityMin
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@ -874,11 +873,15 @@ namespace TJAPlayer3
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public int nMasterVolume;
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public bool ShinuchiMode; // 真打モード
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public bool FastRender; // 事前画像描画モード
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public int MusicPreTimeMs; // 音源再生前の待機時間ms
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/// <summary>
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/// DiscordのRitch Presenceに再生中の.tjaファイルの情報を送信するかどうか。
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/// </summary>
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public bool SendDiscordPlayingInformation;
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public int MusicPreTimeMs; // 音源再生前の待機時間ms
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// I18N choosen language
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public string sLang = "jp";
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/// <summary>
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/// DiscordのRitch Presenceに再生中の.tjaファイルの情報を送信するかどうか。
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/// </summary>
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public bool SendDiscordPlayingInformation;
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#if false
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[StructLayout( LayoutKind.Sequential )]
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public struct STAUTOPLAY // C定数のEレーンとindexを一致させること
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@ -1287,6 +1290,7 @@ namespace TJAPlayer3
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this.BoxFontName = "MS UI Gothic";
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this.ApplyLoudnessMetadata = true;
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this.bEnableCountdownTimer = true;
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this.sLang = "jp";
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// 2018-08-28 twopointzero:
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// There exists a particular large, well-known, well-curated, and
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@ -1529,10 +1533,21 @@ namespace TJAPlayer3
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sw.WriteLine("; 事前画像描画機能を使うかどうか。(0: OFF, 1: ON)");
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sw.WriteLine("; Use pre-textures render.");
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sw.WriteLine("{0}={1}", nameof(FastRender), FastRender ? 1 : 0);
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sw.WriteLine();
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#endregion
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#region [ Window関連 ]
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sw.WriteLine( "; 画面モード(0:ウィンドウ, 1:全画面)" );
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sw.WriteLine();
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#endregion
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#region [Language]
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sw.WriteLine("; プレイ中やメニューの表示される言語を変更。");
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sw.WriteLine("; Change the displayed language ingame and within the menus.");
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sw.WriteLine("Lang={0}", this.sLang);
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sw.WriteLine();
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#endregion
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#region [ Window関連 ]
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sw.WriteLine( "; 画面モード(0:ウィンドウ, 1:全画面)" );
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sw.WriteLine( "; Screen mode. (0:Window, 1:Fullscreen)" );
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sw.WriteLine( "FullScreen={0}", this.b全画面モード ? 1 : 0 );
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sw.WriteLine();
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@ -2163,6 +2178,12 @@ namespace TJAPlayer3
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this.str曲データ検索パス = str4;
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}
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#endregion
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else if( str3.Equals("Lang"))
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{
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CLangManager.langAttach(str4);
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}
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#region [ skin関係 ]
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else if ( str3.Equals( "SkinPath" ) )
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{
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20
TJAPlayer3/I18N/CLang_en.cs
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20
TJAPlayer3/I18N/CLang_en.cs
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@ -0,0 +1,20 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace TJAPlayer3
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{
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internal class CLang_en : ILang
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{
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string ILang.ConfigChangeLanguage()
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{
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return "Change the displayed language\ningame and within the menus.";
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}
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string ILang.ConfigChangeLanguageHead()
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{
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return "System language";
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}
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}
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}
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TJAPlayer3/I18N/CLang_fr.cs
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TJAPlayer3/I18N/CLang_fr.cs
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@ -0,0 +1,20 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace TJAPlayer3
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{
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internal class CLang_fr : ILang
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{
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string ILang.ConfigChangeLanguage()
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{
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return "Changer la langue affichée\ndans les menus et en jeu.";
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}
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string ILang.ConfigChangeLanguageHead()
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{
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return "Langue du système";
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}
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}
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}
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TJAPlayer3/I18N/CLang_jp.cs
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TJAPlayer3/I18N/CLang_jp.cs
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@ -0,0 +1,20 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace TJAPlayer3
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{
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internal class CLang_jp : ILang
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{
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string ILang.ConfigChangeLanguage()
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{
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return "プレイ中やメニューの\n表示される言語を変更。";
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}
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string ILang.ConfigChangeLanguageHead()
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{
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return "システム言語";
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}
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}
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}
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TJAPlayer3/I18N/ILang.cs
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64
TJAPlayer3/I18N/ILang.cs
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@ -0,0 +1,64 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace TJAPlayer3
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{
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internal interface ILang
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{
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string ConfigChangeLanguage();
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string ConfigChangeLanguageHead();
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}
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static internal class CLangManager
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{
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// Cheap factory-like design pattern
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public static void langAttach(string lang)
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{
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switch (lang) {
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case "fr":
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CLangManager.LangInstance = new CLang_fr();
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break;
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case "en":
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CLangManager.LangInstance = new CLang_en();
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break;
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case "jp":
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default:
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CLangManager.LangInstance = new CLang_jp();
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break;
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}
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}
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public static int langToInt(string lang)
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{
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switch (lang)
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{
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case "fr":
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return 2;
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case "en":
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return 1;
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case "jp":
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default:
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return 0;
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}
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}
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public static string intToLang(int idx)
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{
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switch (idx)
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{
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case 2:
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return "fr";
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case 1:
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return "en";
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case 0:
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default:
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return "jp";
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}
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}
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public static string[] Languages = new string[] { "日本語", "English", "Français" };
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public static ILang LangInstance = new CLang_jp();
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}
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}
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@ -62,7 +62,7 @@ namespace TJAPlayer3
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// メソッド
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#region [ t項目リストの設定_System() ]
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public void t項目リストの設定_System()
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public void t項目リストの設定_System(bool refresh = true)
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{
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this.tConfigIniへ記録する();
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this.list項目リスト.Clear();
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@ -79,13 +79,19 @@ namespace TJAPlayer3
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"Reload song data." );
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this.list項目リスト.Add( this.iSystemReloadDTX );
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//this.iCommonDark = new CItemList( "Dark", CItemBase.Eパネル種別.通常, (int) CDTXMania.ConfigIni.eDark,
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// "HALF: 背景、レーン、ゲージが表示\nされなくなります。\nFULL: さらに小節線、拍線、判定ラ\nイン、パッドも表示されなくなります。",
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// "OFF: all display parts are shown.\nHALF: wallpaper, lanes and gauge are\n disappeared.\nFULL: additionaly to HALF, bar/beat\n lines, hit bar, pads are disappeared.",
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// new string[] { "OFF", "HALF", "FULL" } );
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//this.list項目リスト.Add( this.iCommonDark );
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this.iTaikoPlayerCount = new CItemInteger( "プレイ人数", 1, 2, TJAPlayer3.ConfigIni.nPlayerCount,
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this.iSystemLanguage = new CItemList(CLangManager.LangInstance.ConfigChangeLanguageHead(), CItemList.Eパネル種別.通常, CLangManager.langToInt(TJAPlayer3.ConfigIni.sLang),
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CLangManager.LangInstance.ConfigChangeLanguage(),
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CLangManager.Languages);
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this.list項目リスト.Add(this.iSystemLanguage);
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//this.iCommonDark = new CItemList( "Dark", CItemBase.Eパネル種別.通常, (int) CDTXMania.ConfigIni.eDark,
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// "HALF: 背景、レーン、ゲージが表示\nされなくなります。\nFULL: さらに小節線、拍線、判定ラ\nイン、パッドも表示されなくなります。",
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// "OFF: all display parts are shown.\nHALF: wallpaper, lanes and gauge are\n disappeared.\nFULL: additionaly to HALF, bar/beat\n lines, hit bar, pads are disappeared.",
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// new string[] { "OFF", "HALF", "FULL" } );
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//this.list項目リスト.Add( this.iCommonDark );
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this.iTaikoPlayerCount = new CItemInteger( "プレイ人数", 1, 2, TJAPlayer3.ConfigIni.nPlayerCount,
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"プレイ人数切り替え:\n2にすると演奏画面が2人プレイ専用のレイアウトになり、2P専用譜面を読み込むようになります。",
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"" );
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this.list項目リスト.Add( this.iTaikoPlayerCount );
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@ -489,9 +495,13 @@ namespace TJAPlayer3
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"Settings for the system key/pad inputs." );
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this.list項目リスト.Add( this.iSystemGoToKeyAssign );
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OnListMenuの初期化();
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this.n現在の選択項目 = 0;
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this.eメニュー種別 = Eメニュー種別.System;
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OnListMenuの初期化();
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if (refresh)
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{
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this.n現在の選択項目 = 0;
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this.eメニュー種別 = Eメニュー種別.System;
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}
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}
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#endregion
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#region [ t項目リストの設定_Drums() ]
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@ -804,7 +814,14 @@ namespace TJAPlayer3
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//else
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//{
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// // 変更許可
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this.list項目リスト[ this.n現在の選択項目 ].tEnter押下();
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this.list項目リスト[ this.n現在の選択項目 ].tEnter押下();
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if (this.list項目リスト[this.n現在の選択項目] == this.iSystemLanguage)
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{
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TJAPlayer3.ConfigIni.sLang = CLangManager.intToLang(this.iSystemLanguage.n現在選択されている項目番号);
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CLangManager.langAttach(TJAPlayer3.ConfigIni.sLang);
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t項目リストの設定_System(refresh : false);
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}
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//}
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@ -1554,7 +1571,10 @@ namespace TJAPlayer3
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private CItemToggle SendDiscordPlayingInformation;
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private CItemToggle iSystemBufferedInput;
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private CItemInteger iSystemRisky; // #23559 2011.7.27 yyagi
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private CItemList iSystemSoundType; // #24820 2013.1.3 yyagi
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private CItemList iSystemSoundType; // #24820 2013.1.3 yyagi
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private CItemList iSystemLanguage;
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private CItemInteger iSystemWASAPIBufferSizeMs; // #24820 2013.1.15 yyagi
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// private CItemInteger iSystemASIOBufferSizeMs; // #24820 2013.1.3 yyagi
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private CItemList iSystemASIODevice; // #24820 2013.1.17 yyagi
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@ -1713,13 +1733,19 @@ namespace TJAPlayer3
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TJAPlayer3.ConfigIni.bUseOSTimer = this.iSystemSoundTimerType.bON; // #33689 2014.6.17 yyagi
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TJAPlayer3.ConfigIni.bTimeStretch = this.iSystemTimeStretch.bON; // #23664 2013.2.24 yyagi
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//Trace.TraceInformation( "saved" );
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//Trace.TraceInformation( "Skin現在Current : " + CDTXMania.Skin.GetCurrentSkinSubfolderFullName(true) );
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//Trace.TraceInformation( "Skin現在System : " + CSkin.strSystemSkinSubfolderFullName );
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//Trace.TraceInformation( "Skin現在BoxDef : " + CSkin.strBoxDefSkinSubfolderFullName );
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//CDTXMania.ConfigIni.nMasterVolume = this.iSystemMasterVolume.n現在の値; // #33700 2014.4.26 yyagi
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//CDTXMania.ConfigIni.e判定表示優先度 = (E判定表示優先度) this.iSystemJudgeDispPriority.n現在選択されている項目番号;
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TJAPlayer3.ConfigIni.ShowChara = this.ShowChara.bON;
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TJAPlayer3.ConfigIni.sLang = CLangManager.intToLang(this.iSystemLanguage.n現在選択されている項目番号);
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CLangManager.langAttach(TJAPlayer3.ConfigIni.sLang);
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//Trace.TraceInformation( "saved" );
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//Trace.TraceInformation( "Skin現在Current : " + CDTXMania.Skin.GetCurrentSkinSubfolderFullName(true) );
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//Trace.TraceInformation( "Skin現在System : " + CSkin.strSystemSkinSubfolderFullName );
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//Trace.TraceInformation( "Skin現在BoxDef : " + CSkin.strBoxDefSkinSubfolderFullName );
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//CDTXMania.ConfigIni.nMasterVolume = this.iSystemMasterVolume.n現在の値; // #33700 2014.4.26 yyagi
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//CDTXMania.ConfigIni.e判定表示優先度 = (E判定表示優先度) this.iSystemJudgeDispPriority.n現在選択されている項目番号;
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TJAPlayer3.ConfigIni.ShowChara = this.ShowChara.bON;
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TJAPlayer3.ConfigIni.ShowDancer = this.ShowDancer.bON;
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TJAPlayer3.ConfigIni.ShowRunner = this.ShowRunner.bON;
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TJAPlayer3.ConfigIni.ShowMob = this.ShowMob.bON;
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@ -358,6 +358,9 @@ namespace TJAPlayer3
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case EItemPanelモード.パッド一覧:
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bool bIsKeyAssignSelectedBeforeHitEnter = this.actList.bIsKeyAssignSelected; // #24525 2011.3.15 yyagi
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this.actList.tEnter押下();
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this.t説明文パネルに現在選択されている項目の説明を描画する();
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if ( this.actList.b現在選択されている項目はReturnToMenuである )
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{
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this.t説明文パネルに現在選択されているメニューの説明を描画する();
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@ -106,6 +106,9 @@
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<Compile Include="Common\Discord.cs" />
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<Compile Include="Common\Easing.cs" />
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<Compile Include="Common\NamePlateConfig.cs" />
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<Compile Include="I18N\CLang_fr.cs" />
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<Compile Include="I18N\CLang_en.cs" />
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<Compile Include="I18N\CLang_jp.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<EmbeddedResource Include="Properties\Discord.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<DesignTime>True</DesignTime>
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</Compile>
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<None Include="app.config" />
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<Compile Include="I18N\ILang.cs" />
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<None Include="TJAPlayer3.manifest" />
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<None Include="DTXManiaGR.exe.x86.manifest" />
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<None Include="Properties\Settings.settings">
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@ -338,6 +342,7 @@
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<Version>4.2.0</Version>
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</PackageReference>
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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Block a user