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|
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# MSTest test Results
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|
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||||
# Build Results of an ATL Project
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_Chutzpah*
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*.vspx
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# TFS 2012 Local Workspace
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$tf/
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# Guidance Automation Toolkit
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*.gpState
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_ReSharper*/
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_TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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# NCrunch
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||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
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|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
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||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
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# Installshield output folder
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[Ee]xpress/
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|
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# DocProject is a documentation generator add-in
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DocProject/buildhelp/
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DocProject/Help/*.HxT
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DocProject/Help/Html2
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# Click-Once directory
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publish/
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# Publish Web Output
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*.[Pp]ublish.xml
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*.azurePubxml
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# TODO: Comment the next line if you want to checkin your web deploy settings
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# but database connection strings (with potential passwords) will be unencrypted
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*.pubxml
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*.publishproj
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# Microsoft Azure Web App publish settings. Comment the next line if you want to
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# checkin your Azure Web App publish settings, but sensitive information contained
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# in these scripts will be unencrypted
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# NuGet Packages
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*.nupkg
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# The packages folder can be ignored because of Package Restore
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packages/
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**/packages/*
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# except build/, which is used as an MSBuild target.
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!**/packages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/packages/repositories.config
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# NuGet v3's project.json files produces more ignoreable files
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*.nuget.props
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*.nuget.targets
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# Microsoft Azure Build Output
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csx/
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*.build.csdef
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# Microsoft Azure Emulator
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ecf/
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rcf/
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# Windows Store app package directories and files
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# Visual Studio cache files
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*.[Cc]ache
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# but keep track of directories ending in .cache
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# Others
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ClientBin/
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~$*
|
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*~
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*.dbmdl
|
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*.dbproj.schemaview
|
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*.pfx
|
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*.publishsettings
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node_modules/
|
||||
orleans.codegen.cs
|
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||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
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# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
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#bower_components/
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# RIA/Silverlight projects
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Generated_Code/
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# Backup & report files from converting an old project file
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# to a newer Visual Studio version. Backup files are not needed,
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# because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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# SQL Server files
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*.mdf
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# Business Intelligence projects
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*.rdl.data
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*.bim.layout
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*.bim_*.settings
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# Microsoft Fakes
|
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FakesAssemblies/
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# GhostDoc plugin setting file
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*.GhostDoc.xml
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# Node.js Tools for Visual Studio
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.ntvs_analysis.dat
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# Visual Studio 6 build log
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# Visual Studio 6 workspace options file
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*.opt
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# Visual Studio LightSwitch build output
|
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**/*.HTMLClient/GeneratedArtifacts
|
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**/*.DesktopClient/GeneratedArtifacts
|
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**/*.DesktopClient/ModelManifest.xml
|
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**/*.Server/GeneratedArtifacts
|
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**/*.Server/ModelManifest.xml
|
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_Pvt_Extensions
|
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|
||||
# Paket dependency manager
|
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.paket/paket.exe
|
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paket-files/
|
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|
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# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# JetBrains Rider
|
||||
.idea/
|
||||
*.sln.iml
|
|
@ -0,0 +1,165 @@
|
|||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
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of this license document, but changing it is not allowed.
|
||||
|
||||
|
||||
This version of the GNU Lesser General Public License incorporates
|
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the terms and conditions of version 3 of the GNU General Public
|
||||
License, supplemented by the additional permissions listed below.
|
||||
|
||||
0. Additional Definitions.
|
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|
||||
As used herein, "this License" refers to version 3 of the GNU Lesser
|
||||
General Public License, and the "GNU GPL" refers to version 3 of the GNU
|
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General Public License.
|
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|
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"The Library" refers to a covered work governed by this License,
|
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other than an Application or a Combined Work as defined below.
|
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|
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An "Application" is any work that makes use of an interface provided
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by the Library, but which is not otherwise based on the Library.
|
||||
Defining a subclass of a class defined by the Library is deemed a mode
|
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of using an interface provided by the Library.
|
||||
|
||||
A "Combined Work" is a work produced by combining or linking an
|
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Application with the Library. The particular version of the Library
|
||||
with which the Combined Work was made is also called the "Linked
|
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Version".
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|
||||
The "Minimal Corresponding Source" for a Combined Work means the
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Corresponding Source for the Combined Work, excluding any source code
|
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for portions of the Combined Work that, considered in isolation, are
|
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based on the Application, and not on the Linked Version.
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|
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The "Corresponding Application Code" for a Combined Work means the
|
||||
object code and/or source code for the Application, including any data
|
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and utility programs needed for reproducing the Combined Work from the
|
||||
Application, but excluding the System Libraries of the Combined Work.
|
||||
|
||||
1. Exception to Section 3 of the GNU GPL.
|
||||
|
||||
You may convey a covered work under sections 3 and 4 of this License
|
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without being bound by section 3 of the GNU GPL.
|
||||
|
||||
2. Conveying Modified Versions.
|
||||
|
||||
If you modify a copy of the Library, and, in your modifications, a
|
||||
facility refers to a function or data to be supplied by an Application
|
||||
that uses the facility (other than as an argument passed when the
|
||||
facility is invoked), then you may convey a copy of the modified
|
||||
version:
|
||||
|
||||
a) under this License, provided that you make a good faith effort to
|
||||
ensure that, in the event an Application does not supply the
|
||||
function or data, the facility still operates, and performs
|
||||
whatever part of its purpose remains meaningful, or
|
||||
|
||||
b) under the GNU GPL, with none of the additional permissions of
|
||||
this License applicable to that copy.
|
||||
|
||||
3. Object Code Incorporating Material from Library Header Files.
|
||||
|
||||
The object code form of an Application may incorporate material from
|
||||
a header file that is part of the Library. You may convey such object
|
||||
code under terms of your choice, provided that, if the incorporated
|
||||
material is not limited to numerical parameters, data structure
|
||||
layouts and accessors, or small macros, inline functions and templates
|
||||
(ten or fewer lines in length), you do both of the following:
|
||||
|
||||
a) Give prominent notice with each copy of the object code that the
|
||||
Library is used in it and that the Library and its use are
|
||||
covered by this License.
|
||||
|
||||
b) Accompany the object code with a copy of the GNU GPL and this license
|
||||
document.
|
||||
|
||||
4. Combined Works.
|
||||
|
||||
You may convey a Combined Work under terms of your choice that,
|
||||
taken together, effectively do not restrict modification of the
|
||||
portions of the Library contained in the Combined Work and reverse
|
||||
engineering for debugging such modifications, if you also do each of
|
||||
the following:
|
||||
|
||||
a) Give prominent notice with each copy of the Combined Work that
|
||||
the Library is used in it and that the Library and its use are
|
||||
covered by this License.
|
||||
|
||||
b) Accompany the Combined Work with a copy of the GNU GPL and this license
|
||||
document.
|
||||
|
||||
c) For a Combined Work that displays copyright notices during
|
||||
execution, include the copyright notice for the Library among
|
||||
these notices, as well as a reference directing the user to the
|
||||
copies of the GNU GPL and this license document.
|
||||
|
||||
d) Do one of the following:
|
||||
|
||||
0) Convey the Minimal Corresponding Source under the terms of this
|
||||
License, and the Corresponding Application Code in a form
|
||||
suitable for, and under terms that permit, the user to
|
||||
recombine or relink the Application with a modified version of
|
||||
the Linked Version to produce a modified Combined Work, in the
|
||||
manner specified by section 6 of the GNU GPL for conveying
|
||||
Corresponding Source.
|
||||
|
||||
1) Use a suitable shared library mechanism for linking with the
|
||||
Library. A suitable mechanism is one that (a) uses at run time
|
||||
a copy of the Library already present on the user's computer
|
||||
system, and (b) will operate properly with a modified version
|
||||
of the Library that is interface-compatible with the Linked
|
||||
Version.
|
||||
|
||||
e) Provide Installation Information, but only if you would otherwise
|
||||
be required to provide such information under section 6 of the
|
||||
GNU GPL, and only to the extent that such information is
|
||||
necessary to install and execute a modified version of the
|
||||
Combined Work produced by recombining or relinking the
|
||||
Application with a modified version of the Linked Version. (If
|
||||
you use option 4d0, the Installation Information must accompany
|
||||
the Minimal Corresponding Source and Corresponding Application
|
||||
Code. If you use option 4d1, you must provide the Installation
|
||||
Information in the manner specified by section 6 of the GNU GPL
|
||||
for conveying Corresponding Source.)
|
||||
|
||||
5. Combined Libraries.
|
||||
|
||||
You may place library facilities that are a work based on the
|
||||
Library side by side in a single library together with other library
|
||||
facilities that are not Applications and are not covered by this
|
||||
License, and convey such a combined library under terms of your
|
||||
choice, if you do both of the following:
|
||||
|
||||
a) Accompany the combined library with a copy of the same work based
|
||||
on the Library, uncombined with any other library facilities,
|
||||
conveyed under the terms of this License.
|
||||
|
||||
b) Give prominent notice with the combined library that part of it
|
||||
is a work based on the Library, and explaining where to find the
|
||||
accompanying uncombined form of the same work.
|
||||
|
||||
6. Revised Versions of the GNU Lesser General Public License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions
|
||||
of the GNU Lesser General Public License from time to time. Such new
|
||||
versions will be similar in spirit to the present version, but may
|
||||
differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Library as you received it specifies that a certain numbered version
|
||||
of the GNU Lesser General Public License "or any later version"
|
||||
applies to it, you have the option of following the terms and
|
||||
conditions either of that published version or of any later version
|
||||
published by the Free Software Foundation. If the Library as you
|
||||
received it does not specify a version number of the GNU Lesser
|
||||
General Public License, you may choose any version of the GNU Lesser
|
||||
General Public License ever published by the Free Software Foundation.
|
||||
|
||||
If the Library as you received it specifies that a proxy can decide
|
||||
whether future versions of the GNU Lesser General Public License shall
|
||||
apply, that proxy's public statement of acceptance of any version is
|
||||
permanent authorization for you to choose that version for the
|
||||
Library.
|
|
@ -0,0 +1,57 @@
|
|||
using StardewValley;
|
||||
|
||||
namespace StardewModdingAPI.Mods.CustomLocalization
|
||||
{
|
||||
public class ModConfig
|
||||
{
|
||||
public sbyte OriginLocaleCount = 11;
|
||||
public int CurrentLanguageCode = (int)LocalizedContentManager.CurrentLanguageCode;
|
||||
public Locale[] locales { get; set;} = new Locale[] {
|
||||
new Locale("Chinese", "简体中文", 3, "zh-CN", false, "Fonts\\Chinese", 1.5f)
|
||||
};
|
||||
public class Locale
|
||||
{
|
||||
public string Name;
|
||||
public string DisplayName;
|
||||
public int CodeEnum;
|
||||
public string LocaleCode;
|
||||
public bool IsLatin;
|
||||
public string FontFileName;
|
||||
public float FontPixelZoom;
|
||||
|
||||
public Locale(string name, string displayName, int codeEnum, string localeCode, bool isLatin, string fontFileName, float fontPixelZoom)
|
||||
{
|
||||
this.Name = name;
|
||||
this.DisplayName = displayName;
|
||||
this.CodeEnum = codeEnum;
|
||||
this.LocaleCode = localeCode;
|
||||
this.IsLatin = isLatin;
|
||||
this.FontFileName = fontFileName;
|
||||
this.FontPixelZoom = fontPixelZoom;
|
||||
}
|
||||
|
||||
}
|
||||
public Locale GetByName(string name)
|
||||
{
|
||||
foreach (ModConfig.Locale locale in ModEntry.ModConfig.locales)
|
||||
{
|
||||
if (locale.Name == name)
|
||||
{
|
||||
return locale;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
public Locale GetByCode(int codeEnum)
|
||||
{
|
||||
foreach (ModConfig.Locale locale in ModEntry.ModConfig.locales)
|
||||
{
|
||||
if (locale.CodeEnum == codeEnum)
|
||||
{
|
||||
return locale;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,50 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Harmony;
|
||||
using StardewValley;
|
||||
using StardewValley.BellsAndWhistles;
|
||||
|
||||
namespace StardewModdingAPI.Mods.CustomLocalization
|
||||
{
|
||||
public class ModEntry : Mod
|
||||
{
|
||||
public static ModConfig ModConfig;
|
||||
|
||||
public static IMonitor monitor;
|
||||
|
||||
public static string ModPath;
|
||||
|
||||
private static ModEntry Instance;
|
||||
|
||||
public static void SaveConfig()
|
||||
{
|
||||
Instance.Helper.WriteConfig(ModConfig);
|
||||
}
|
||||
|
||||
public override void Entry(IModHelper helper)
|
||||
{
|
||||
Instance = this;
|
||||
ModConfig = helper.ReadConfig<ModConfig>();
|
||||
ModPath = helper.DirectoryPath;
|
||||
monitor = this.Monitor;
|
||||
HarmonyInstance harmony = HarmonyInstance.Create("zaneyork.CustomLocalization");
|
||||
harmony.PatchAll(Assembly.GetExecutingAssembly());
|
||||
|
||||
if (ModConfig.CurrentLanguageCode > ModConfig.OriginLocaleCount)
|
||||
{
|
||||
monitor.Log($"Restore locale to : {ModConfig.CurrentLanguageCode}");
|
||||
LocalizedContentManager.CurrentLanguageCode = (LocalizedContentManager.LanguageCode)ModConfig.CurrentLanguageCode;
|
||||
}
|
||||
else
|
||||
{
|
||||
Dictionary<string, bool> dictionary = this.Helper.Reflection.GetField<Dictionary<string, bool>>(Game1.content, "_localizedAsset").GetValue();
|
||||
dictionary.Clear();
|
||||
this.Helper.Reflection.GetMethod(Game1.game1, "TranslateFields").Invoke();
|
||||
if (!LocalizedContentManager.CurrentLanguageLatin)
|
||||
{
|
||||
this.Helper.Reflection.GetMethod(typeof(SpriteText), "OnLanguageChange").Invoke(LocalizedContentManager.CurrentLanguageCode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
# Custom Localization #
|
||||
|
||||
Custom Localization is a Localization Mod for Stardew Valley Android only.
|
||||
|
||||
## Description ##
|
||||
- For user
|
||||
|
||||
Extract mod into Mods folder, put localization xnb resources into Content folder.
|
||||
The mod will load Content folder and add or replace xnb files into game's own content dynamically without needs of modify game's apk.
|
||||
|
||||
- For developer
|
||||
|
||||
Typically mod's config file looks like this:
|
||||
|
||||
```json
|
||||
{
|
||||
"OriginLocaleCount": 11,
|
||||
"CurrentLanguageCode": 3,
|
||||
"locales": [
|
||||
{
|
||||
"Name": "Chinese",
|
||||
"DisplayName": "简体中文",
|
||||
"CodeEnum": 3,
|
||||
"LocaleCode": "zh-CN",
|
||||
"IsLatin": false,
|
||||
"FontFileName": "Fonts\\Chinese",
|
||||
"FontPixelZoom": 1.5
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
| Config Name | Description |
|
||||
| ------------ | ------------ |
|
||||
| OriginLocaleCount | Game default support language count, do not modify |
|
||||
| CurrentLanguageCode | User current selected language code enum value |
|
||||
| CurrentLanguageCode | User current selected language code enum value |
|
||||
| locales | Mod manually added locales list |
|
||||
| Name | Locale name, make sure it's unique |
|
||||
| DisplayName | Locale display name |
|
||||
| CodeEnum | Locale enum value, game has taken 0 to 11|
|
||||
| LocaleCode | Locale country code, also it is xnb file's suffix name |
|
||||
| IsLatin | If the locale is latin based locale, which didn't have to provide font |
|
||||
| FontFileName | Font's asset name |
|
||||
| FontPixelZoom | Font's zoom scale |
|
|
@ -0,0 +1,233 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Reflection.Emit;
|
||||
using Harmony;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using StardewValley;
|
||||
using StardewValley.Menus;
|
||||
using static StardewValley.LocalizedContentManager;
|
||||
|
||||
namespace StardewModdingAPI.Mods.CustomLocalization.Rewrites
|
||||
{
|
||||
public class LanguageSelectionMobileRewrites
|
||||
{
|
||||
[HarmonyPatch(typeof(LanguageSelectionMobile))]
|
||||
[HarmonyPatch("SetupButtons")]
|
||||
public class SetupButtonsRewrite
|
||||
{
|
||||
[HarmonyTranspiler]
|
||||
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
|
||||
{
|
||||
var codes = new List<CodeInstruction>(instructions);
|
||||
for (int i = 0; i < codes.Count(); i++)
|
||||
{
|
||||
if (codes[i].opcode == OpCodes.Ldc_I4_S && (sbyte)codes[i].operand == ModEntry.ModConfig.OriginLocaleCount)
|
||||
{
|
||||
if(i + 3 < codes.Count() && codes[i + 3].opcode == OpCodes.Mul)
|
||||
{
|
||||
codes[i].operand = (sbyte)(ModEntry.ModConfig.OriginLocaleCount + ModEntry.ModConfig.locales.Length);
|
||||
}
|
||||
}
|
||||
else if (codes[i].opcode == OpCodes.Ldc_R4 && (float)codes[i].operand == ModEntry.ModConfig.OriginLocaleCount)
|
||||
{
|
||||
codes[i].operand = (float)(ModEntry.ModConfig.OriginLocaleCount + ModEntry.ModConfig.locales.Length);
|
||||
}
|
||||
}
|
||||
return codes.AsEnumerable();
|
||||
}
|
||||
}
|
||||
[HarmonyPatch(typeof(LanguageSelectionMobile))]
|
||||
[HarmonyPatch("setCurrentItemIndex")]
|
||||
public class SetCurrentItemIndexRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static void Prefix(LanguageSelectionMobile __instance)
|
||||
{
|
||||
Rectangle mainBox = (Rectangle)__instance.GetType().GetField("mainBox", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
int buttonHeight = (int)__instance.GetType().GetField("buttonHeight", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
for(short i = 0; i < ModEntry.ModConfig.locales.Length; i++)
|
||||
{
|
||||
ModConfig.Locale locale = ModEntry.ModConfig.locales[i];
|
||||
__instance.languages.Add(new ClickableComponent(
|
||||
new Rectangle(mainBox.X + 0x10, (mainBox.Y + 0x10) + (buttonHeight * ModEntry.ModConfig.OriginLocaleCount + i), __instance.buttonWidth, buttonHeight),
|
||||
locale.Name, null));
|
||||
if ((int)(CurrentLanguageCode) == locale.CodeEnum)
|
||||
{
|
||||
__instance.GetType().GetField("languageCodeName", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).SetValue(__instance, locale.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
[HarmonyPatch(typeof(LanguageSelectionMobile))]
|
||||
[HarmonyPatch("releaseLeftClick")]
|
||||
public class ReleaseLeftClickRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(LanguageSelectionMobile __instance, int x, int y)
|
||||
{
|
||||
MobileScrollbox scrollArea = (MobileScrollbox)__instance.GetType().GetField("scrollArea", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
if (scrollArea == null || !scrollArea.havePanelScrolled)
|
||||
{
|
||||
foreach (ClickableComponent language in __instance.languages)
|
||||
{
|
||||
if (language.containsPoint(x, y))
|
||||
{
|
||||
__instance.GetType().GetField("languageChosen", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).SetValue(__instance, true);
|
||||
Game1.playSound("select");
|
||||
switch (language.name)
|
||||
{
|
||||
case "English":
|
||||
CurrentLanguageCode = LanguageCode.en;
|
||||
break;
|
||||
case "French":
|
||||
CurrentLanguageCode = LanguageCode.fr;
|
||||
break;
|
||||
case "German":
|
||||
CurrentLanguageCode = LanguageCode.de;
|
||||
break;
|
||||
case "Hungarian":
|
||||
CurrentLanguageCode = LanguageCode.hu;
|
||||
break;
|
||||
case "Italian":
|
||||
CurrentLanguageCode = LanguageCode.it;
|
||||
break;
|
||||
case "Japanese":
|
||||
CurrentLanguageCode = LanguageCode.ja;
|
||||
break;
|
||||
case "Korean":
|
||||
CurrentLanguageCode = LanguageCode.ko;
|
||||
break;
|
||||
case "Portuguese":
|
||||
CurrentLanguageCode = LanguageCode.pt;
|
||||
break;
|
||||
case "Russian":
|
||||
CurrentLanguageCode = LanguageCode.ru;
|
||||
break;
|
||||
case "Spanish":
|
||||
CurrentLanguageCode = LanguageCode.es;
|
||||
break;
|
||||
case "Turkish":
|
||||
CurrentLanguageCode = LanguageCode.tr;
|
||||
break;
|
||||
default:
|
||||
ModConfig.Locale locale = ModEntry.ModConfig.GetByName(language.name);
|
||||
if(locale != null)
|
||||
{
|
||||
CurrentLanguageCode = (LocalizedContentManager.LanguageCode)locale.CodeEnum;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentLanguageCode = LanguageCode.en;
|
||||
}
|
||||
break;
|
||||
}
|
||||
__instance.exitThisMenu(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (scrollArea == null)
|
||||
return false;
|
||||
scrollArea.releaseLeftClick(x, y);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
[HarmonyPatch(typeof(LanguageSelectionMobile))]
|
||||
[HarmonyPatch("draw")]
|
||||
[HarmonyPatch(new Type[] { typeof(SpriteBatch) })]
|
||||
public class DrawRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(LanguageSelectionMobile __instance, SpriteBatch b)
|
||||
{
|
||||
Utility.getTopLeftPositionForCenteringOnScreen(__instance.width, __instance.height - 100, 0, 0);
|
||||
SpriteBatch spriteBatch = b;
|
||||
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
|
||||
Viewport viewport = Game1.graphics.GraphicsDevice.Viewport;
|
||||
Rectangle bounds = viewport.Bounds;
|
||||
Color color = Color.Multiply(Color.Black, 0.6f);
|
||||
spriteBatch.Draw(fadeToBlackRect, bounds, color);
|
||||
Rectangle mainBox = (Rectangle)__instance.GetType().GetField("mainBox", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
IClickableMenu.drawTextureBox(b, (int)mainBox.X, (int)mainBox.Y, (int)mainBox.Width, (int)mainBox.Height, Color.White);
|
||||
MobileScrollbox scrollArea = (MobileScrollbox)__instance.GetType().GetField("scrollArea", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
if (scrollArea != null)
|
||||
{
|
||||
MobileScrollbar newScrollbar = (MobileScrollbar)__instance.GetType().GetField("newScrollbar", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
newScrollbar.draw(b);
|
||||
scrollArea.setUpForScrollBoxDrawing(b, 1f);
|
||||
}
|
||||
foreach (ClickableComponent language in __instance.languages)
|
||||
{
|
||||
int num1 = -1;
|
||||
switch (language.name)
|
||||
{
|
||||
case "English":
|
||||
num1 = 0;
|
||||
break;
|
||||
case "Spanish":
|
||||
num1 = 1;
|
||||
break;
|
||||
case "Portuguese":
|
||||
num1 = 2;
|
||||
break;
|
||||
case "Russian":
|
||||
num1 = 3;
|
||||
break;
|
||||
case "Chinese":
|
||||
num1 = 4;
|
||||
break;
|
||||
case "Japanese":
|
||||
num1 = 5;
|
||||
break;
|
||||
case "German":
|
||||
num1 = 6;
|
||||
break;
|
||||
case "French":
|
||||
num1 = 7;
|
||||
break;
|
||||
case "Korean":
|
||||
num1 = 8;
|
||||
break;
|
||||
case "Turkish":
|
||||
num1 = 9;
|
||||
break;
|
||||
case "Italian":
|
||||
num1 = 10;
|
||||
break;
|
||||
case "Hungarian":
|
||||
num1 = 11;
|
||||
break;
|
||||
}
|
||||
if(num1 >= 0)
|
||||
{
|
||||
int num2 = (num1 <= 6 ? num1 * 78 : (num1 - 7) * 78) + (language.label != null ? 39 : 0);
|
||||
int num3 = num1 > 6 ? 174 : 0;
|
||||
Texture2D texture = (Texture2D)__instance.GetType().GetField("texture", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
b.Draw(texture, language.bounds, new Rectangle?(new Rectangle(num3, num2, 174, 40)), Color.White, 0.0f, new Vector2(0.0f, 0.0f), (SpriteEffects)0, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Texture2D texture = (Texture2D)__instance.GetType().GetField("texture", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).GetValue(__instance);
|
||||
b.Draw(texture, language.bounds, new Rectangle?(new Rectangle(0, language.label != null ? 39 : 0, 174, 40)), Color.White, 0.0f, new Vector2(0.0f, 0.0f), 0, 0.0f);
|
||||
int xOffset = 18 * language.bounds.Width / 174;
|
||||
int yOffset = 8 * language.bounds.Height / 40;
|
||||
b.Draw(texture, new Rectangle(language.bounds.X + xOffset, language.bounds.Y + yOffset, language.bounds.Width - xOffset * 2, language.bounds.Height - yOffset * 2), new Rectangle(18, language.label != null ? 47 : 8, 14, 24), Color.White, 0.0f, new Vector2(0.0f, 0.0f), 0, 0.0f);
|
||||
ModConfig.Locale locale = ModEntry.ModConfig.GetByName(language.name);
|
||||
Vector2 measureSize = Game1.dialogueFont.MeasureString(locale.DisplayName);
|
||||
b.DrawString(Game1.dialogueFont, locale.DisplayName, new Vector2(language.bounds.X + (language.bounds.Width - measureSize.X) / 2, language.bounds.Y + (language.bounds.Height - measureSize.Y) / 2), new Color(206, 82, 82));
|
||||
}
|
||||
}
|
||||
if (scrollArea != null)
|
||||
scrollArea.finishScrollBoxDrawing(b, 1f);
|
||||
if ((__instance.upperRightCloseButton != null) && __instance.shouldDrawCloseButton())
|
||||
{
|
||||
__instance.upperRightCloseButton.draw(b);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,64 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using Harmony;
|
||||
using Microsoft.Xna.Framework;
|
||||
using StardewValley;
|
||||
using static StardewValley.LocalizedContentManager;
|
||||
|
||||
namespace StardewModdingAPI.Mods.CustomLocalization.Rewrites
|
||||
{
|
||||
public class LocalizedContentManagerRewrites
|
||||
{
|
||||
[HarmonyPatch(typeof(LocalizedContentManager))]
|
||||
[HarmonyPatch("LanguageCodeString")]
|
||||
public class LanguageCodeStringRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(LanguageCode code, ref string __result)
|
||||
{
|
||||
switch (code)
|
||||
{
|
||||
case LanguageCode.ja:
|
||||
case LanguageCode.ru:
|
||||
case LanguageCode.pt:
|
||||
case LanguageCode.es:
|
||||
case LanguageCode.de:
|
||||
case LanguageCode.th:
|
||||
case LanguageCode.fr:
|
||||
case LanguageCode.ko:
|
||||
case LanguageCode.it:
|
||||
case LanguageCode.tr:
|
||||
case LanguageCode.hu:
|
||||
return true;
|
||||
default:
|
||||
foreach (ModConfig.Locale locale in ModEntry.ModConfig.locales)
|
||||
{
|
||||
if (locale.CodeEnum == (int)code)
|
||||
{
|
||||
__result = locale.LocaleCode;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
[HarmonyPatch(typeof(LocalizedContentManager))]
|
||||
[HarmonyPatch("get_CurrentLanguageLatin")]
|
||||
public class GetCurrentLanguageLatinRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(ref bool __result)
|
||||
{
|
||||
ModConfig.Locale locale = ModEntry.ModConfig.GetByCode((int)LocalizedContentManager.CurrentLanguageCode);
|
||||
if(locale != null)
|
||||
{
|
||||
__result = locale.IsLatin;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,64 @@
|
|||
using System.Reflection;
|
||||
using Harmony;
|
||||
using StardewValley;
|
||||
using StardewValley.BellsAndWhistles;
|
||||
|
||||
namespace StardewModdingAPI.Mods.CustomLocalization.Rewrites
|
||||
{
|
||||
public class SpriteTextRewrites
|
||||
{
|
||||
private static void LoadFont()
|
||||
{
|
||||
ModConfig.Locale locale = ModEntry.ModConfig.GetByCode((int)LocalizedContentManager.CurrentLanguageCode);
|
||||
if (locale != null && !locale.IsLatin)
|
||||
{
|
||||
bool configChanged = false;
|
||||
if(locale.FontFileName == null)
|
||||
{
|
||||
locale.FontFileName = "Fonts\\Chinese";
|
||||
configChanged = true;
|
||||
}
|
||||
if(locale.FontPixelZoom <= 0)
|
||||
{
|
||||
locale.FontPixelZoom = 1.5f;
|
||||
configChanged = true;
|
||||
}
|
||||
if (configChanged)
|
||||
{
|
||||
ModEntry.SaveConfig();
|
||||
}
|
||||
object fontFile = typeof(SpriteText).GetMethod("loadFont", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, new object[] { locale.FontFileName });
|
||||
typeof(SpriteText).GetField("FontFile", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static).SetValue(null, fontFile);
|
||||
SpriteText.fontPixelZoom = locale.FontPixelZoom;
|
||||
}
|
||||
}
|
||||
[HarmonyPatch(typeof(SpriteText))]
|
||||
[HarmonyPatch("setUpCharacterMap")]
|
||||
public class SetUpCharacterMapRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static void Prefix()
|
||||
{
|
||||
if (!LocalizedContentManager.CurrentLanguageLatin)
|
||||
{
|
||||
if(typeof(SpriteText).GetField("_characterMap", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static).GetValue(null) == null)
|
||||
{
|
||||
LoadFont();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
[HarmonyPatch(typeof(SpriteText))]
|
||||
[HarmonyPatch("OnLanguageChange")]
|
||||
public class OnLanguageChangeRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static void Prefix()
|
||||
{
|
||||
LoadFont();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
using System.IO;
|
||||
using System.Reflection;
|
||||
using Harmony;
|
||||
using StardewValley;
|
||||
|
||||
namespace StardewModdingAPI.Mods.CustomLocalization.Rewrites
|
||||
{
|
||||
public class StartupPreferencesRewrites
|
||||
{
|
||||
[HarmonyPatch(typeof(StartupPreferences))]
|
||||
[HarmonyPatch("writeSettings")]
|
||||
public class WriteSettingsRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static void Prefix(StartupPreferences __instance)
|
||||
{
|
||||
ModEntry.ModConfig.CurrentLanguageCode = (int)LocalizedContentManager.CurrentLanguageCode;
|
||||
ModEntry.SaveConfig();
|
||||
if (ModEntry.ModConfig.CurrentLanguageCode > ModEntry.ModConfig.OriginLocaleCount)
|
||||
{
|
||||
typeof(StartupPreferences).GetField("languageCode", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).SetValue(__instance, LocalizedContentManager.LanguageCode.en);
|
||||
}
|
||||
}
|
||||
[HarmonyPostfix]
|
||||
public static void Postfix(StartupPreferences __instance)
|
||||
{
|
||||
if (ModEntry.ModConfig.CurrentLanguageCode > ModEntry.ModConfig.OriginLocaleCount)
|
||||
{
|
||||
typeof(StartupPreferences).GetField("languageCode", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).SetValue(__instance, ModEntry.ModConfig.CurrentLanguageCode);
|
||||
}
|
||||
}
|
||||
}
|
||||
[HarmonyPatch(typeof(StartupPreferences))]
|
||||
[HarmonyPatch("readSettings")]
|
||||
public class ReadSettingsRewrite
|
||||
{
|
||||
[HarmonyPostfix]
|
||||
public static void Postfix(StartupPreferences __instance)
|
||||
{
|
||||
if (ModEntry.ModConfig.CurrentLanguageCode > ModEntry.ModConfig.OriginLocaleCount)
|
||||
{
|
||||
typeof(StartupPreferences).GetField("languageCode", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).SetValue(__instance, ModEntry.ModConfig.CurrentLanguageCode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using Harmony;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace StardewModdingAPI.Mods.CustomLocalization.Rewrites
|
||||
{
|
||||
public class TitleContainerRewrites
|
||||
{
|
||||
[HarmonyPatch(typeof(TitleContainer))]
|
||||
[HarmonyPatch("OpenStream")]
|
||||
public class OpenStreamRewrite
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(string name, ref Stream __result)
|
||||
{
|
||||
Stream stream = null;
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
string newPath = Path.Combine(ModEntry.ModPath, name);
|
||||
string safeName = (string)typeof(TitleContainer).GetMethod("NormalizeRelativePath", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { name });
|
||||
try
|
||||
{
|
||||
stream = new FileStream(newPath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
|
||||
__result = stream;
|
||||
return false;
|
||||
}
|
||||
catch
|
||||
{
|
||||
}
|
||||
if (stream == null)
|
||||
{
|
||||
try
|
||||
{
|
||||
MethodInfo PlatformOpenStream = typeof(TitleContainer).GetMethod("PlatformOpenStream", BindingFlags.Static | BindingFlags.NonPublic);
|
||||
stream = (Stream)PlatformOpenStream.Invoke(null, new object[] { safeName });
|
||||
__result = stream;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<AssemblyName>CustomLocalization</AssemblyName>
|
||||
<RootNamespace>StardewModdingAPI.Mods.CustomLocalization</RootNamespace>
|
||||
<TargetFramework>net45</TargetFramework>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<OutputPath></OutputPath>
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>..\libs\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>..\libs\\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="StardewModdingAPI">
|
||||
<HintPath>..\libs\StardewModdingAPI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="StardewValley">
|
||||
<HintPath>..\libs\\StardewValley.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Update="manifest.json">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,25 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 16
|
||||
VisualStudioVersion = 16.0.29728.190
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SMAPI.Mods.CustomLocalization", "SMAPI.Mods.CustomLocalization.csproj", "{4E035E78-8288-415F-81D2-B4B3C489A005}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{4E035E78-8288-415F-81D2-B4B3C489A005}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{4E035E78-8288-415F-81D2-B4B3C489A005}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{4E035E78-8288-415F-81D2-B4B3C489A005}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{4E035E78-8288-415F-81D2-B4B3C489A005}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {BD55E645-67A0-44E8-8478-BBF095C0F9D5}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"Name": "Custom Localization",
|
||||
"Author": "ZaneYork",
|
||||
"Version": "1.0.0",
|
||||
"Description": "Localization for not exist locale.",
|
||||
"UniqueID": "SMAPI.CustomLocalization",
|
||||
"EntryDll": "CustomLocalization.dll",
|
||||
"MinimumApiVersion": "3.2.0"
|
||||
}
|
Loading…
Reference in New Issue