early-access version 3637
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yuzu emulator early access
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yuzu emulator early access
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=============
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=============
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This is the source code for early-access 3636.
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This is the source code for early-access 3637.
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## Legal Notice
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## Legal Notice
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@ -23,8 +23,8 @@ const std::array<const char*, 16> LANGUAGE_NAMES{{
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"Portuguese",
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"Portuguese",
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"Russian",
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"Russian",
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"Korean",
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"Korean",
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"Taiwanese",
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"TraditionalChinese",
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"Chinese",
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"SimplifiedChinese",
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"BrazilianPortuguese",
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"BrazilianPortuguese",
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}};
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}};
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@ -45,17 +45,17 @@ constexpr std::array<Language, 18> language_to_codes = {{
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Language::German,
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Language::German,
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Language::Italian,
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Language::Italian,
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Language::Spanish,
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Language::Spanish,
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Language::Chinese,
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Language::SimplifiedChinese,
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Language::Korean,
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Language::Korean,
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Language::Dutch,
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Language::Dutch,
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Language::Portuguese,
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Language::Portuguese,
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Language::Russian,
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Language::Russian,
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Language::Taiwanese,
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Language::TraditionalChinese,
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Language::BritishEnglish,
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Language::BritishEnglish,
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Language::CanadianFrench,
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Language::CanadianFrench,
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Language::LatinAmericanSpanish,
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Language::LatinAmericanSpanish,
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Language::Chinese,
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Language::SimplifiedChinese,
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Language::Taiwanese,
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Language::TraditionalChinese,
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Language::BrazilianPortuguese,
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Language::BrazilianPortuguese,
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}};
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}};
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@ -84,8 +84,8 @@ enum class Language : u8 {
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Portuguese = 10,
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Portuguese = 10,
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Russian = 11,
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Russian = 11,
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Korean = 12,
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Korean = 12,
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Taiwanese = 13,
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TraditionalChinese = 13,
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Chinese = 14,
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SimplifiedChinese = 14,
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BrazilianPortuguese = 15,
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BrazilianPortuguese = 15,
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Default = 255,
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Default = 255,
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@ -25,6 +25,8 @@
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#include "core/file_sys/vfs_layered.h"
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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/file_sys/vfs_vector.h"
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#include "core/hle/service/filesystem/filesystem.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/loader.h"
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#include "core/loader/nso.h"
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#include "core/loader/nso.h"
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#include "core/memory/cheat_engine.h"
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#include "core/memory/cheat_engine.h"
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@ -624,8 +626,37 @@ 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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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 catastrophe, 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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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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icon_file = extracted->GetFile(std::string("icon_").append(language).append(".dat"));
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if (icon_file != nullptr) {
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if (icon_file != nullptr) {
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break;
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break;
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@ -968,16 +968,20 @@ void FSP_SRV::ReadSaveDataFileSystemExtraDataWithMaskBySaveDataAttribute(HLERequ
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void FSP_SRV::OpenDataStorageByCurrentProcess(HLERequestContext& ctx) {
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void FSP_SRV::OpenDataStorageByCurrentProcess(HLERequestContext& ctx) {
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LOG_DEBUG(Service_FS, "called");
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LOG_DEBUG(Service_FS, "called");
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auto current_romfs = fsc.OpenRomFSCurrentProcess();
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if (!romfs) {
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if (current_romfs.Failed()) {
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auto current_romfs = fsc.OpenRomFSCurrentProcess();
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// TODO (bunnei): Find the right error code to use here
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if (current_romfs.Failed()) {
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LOG_CRITICAL(Service_FS, "no file system interface available!");
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// TODO (bunnei): Find the right error code to use here
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IPC::ResponseBuilder rb{ctx, 2};
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LOG_CRITICAL(Service_FS, "no file system interface available!");
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rb.Push(ResultUnknown);
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IPC::ResponseBuilder rb{ctx, 2};
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return;
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rb.Push(ResultUnknown);
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return;
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}
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romfs = current_romfs.Unwrap();
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}
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}
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auto storage = std::make_shared<IStorage>(system, std::move(current_romfs.Unwrap()));
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auto storage = std::make_shared<IStorage>(system, romfs);
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IPC::ResponseBuilder rb{ctx, 2, 0, 1};
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IPC::ResponseBuilder rb{ctx, 2, 0, 1};
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rb.Push(ResultSuccess);
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rb.Push(ResultSuccess);
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@ -3491,6 +3491,7 @@ void GMainWindow::ResetWindowSize1080() {
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void GMainWindow::OnConfigure() {
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void GMainWindow::OnConfigure() {
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const auto old_theme = UISettings::values.theme;
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const auto old_theme = UISettings::values.theme;
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const bool old_discord_presence = UISettings::values.enable_discord_presence.GetValue();
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const bool old_discord_presence = UISettings::values.enable_discord_presence.GetValue();
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const auto old_language_index = Settings::values.language_index.GetValue();
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Settings::SetConfiguringGlobal(true);
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Settings::SetConfiguringGlobal(true);
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ConfigureDialog configure_dialog(this, hotkey_registry, input_subsystem.get(), *system,
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ConfigureDialog configure_dialog(this, hotkey_registry, input_subsystem.get(), *system,
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@ -3559,7 +3560,7 @@ void GMainWindow::OnConfigure() {
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emit UpdateThemedIcons();
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emit UpdateThemedIcons();
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const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
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const auto reload = UISettings::values.is_game_list_reload_pending.exchange(false);
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if (reload) {
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if (reload || Settings::values.language_index.GetValue() != old_language_index) {
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game_list->PopulateAsync(UISettings::values.game_dirs);
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game_list->PopulateAsync(UISettings::values.game_dirs);
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}
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}
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