PKHeX/PKHeX.Core/Editing/BattleTemplate/BattleTemplateLocalization.cs

75 lines
2.7 KiB
C#

using System.Collections.Generic;
using System.Text.Json.Serialization;
namespace PKHeX.Core;
/// <summary>
/// Provides information for localizing <see cref="IBattleTemplate"/> sets.
/// </summary>
/// <param name="Strings">In-game strings</param>
/// <param name="Config">Grammar and prefix/suffix tokens</param>
public sealed record BattleTemplateLocalization(GameStrings Strings, BattleTemplateConfig Config)
{
public const string DefaultLanguage = GameLanguage.DefaultLanguage; // English
private static readonly Dictionary<string, BattleTemplateLocalization> Cache = new();
private static readonly BattleTemplateConfigContext Context = new(LocalizationStorage<BattleTemplateConfig>.Options);
public static readonly LocalizationStorage<BattleTemplateConfig> ConfigCache = new("battle", Context.BattleTemplateConfig);
public static readonly BattleTemplateLocalization Default = GetLocalization(DefaultLanguage);
/// <summary>
/// Gets the localization for the requested language.
/// </summary>
/// <param name="language">Language code</param>
public static BattleTemplateConfig GetConfig(string language) => ConfigCache.Get(language);
/// <param name="language"><see cref="LanguageID"/> index</param>
/// <inheritdoc cref="GetLocalization(string)"/>
public static BattleTemplateLocalization GetLocalization(LanguageID language) =>
GetLocalization(language.GetLanguageCode());
/// <summary>
/// Gets the localization for the requested language.
/// </summary>
/// <param name="language">Language code</param>
public static BattleTemplateLocalization GetLocalization(string language)
{
if (Cache.TryGetValue(language, out var result))
return result;
var strings = GameInfo.GetStrings(language);
var cfg = GetConfig(language);
result = new BattleTemplateLocalization(strings, cfg);
Cache[language] = result;
return result;
}
/// <summary>
/// Force loads all localizations.
/// </summary>
public static bool ForceLoadAll()
{
bool anyLoaded = false;
foreach (var lang in GameLanguage.AllSupportedLanguages)
{
if (Cache.ContainsKey(lang))
continue;
_ = GetLocalization(lang);
anyLoaded = true;
}
return anyLoaded;
}
/// <summary>
/// Gets all localizations.
/// </summary>
public static IReadOnlyDictionary<string, BattleTemplateLocalization> GetAll()
{
_ = ForceLoadAll();
return Cache;
}
}
[JsonSerializable(typeof(BattleTemplateConfig))]
public sealed partial class BattleTemplateConfigContext : JsonSerializerContext;