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https://github.com/k1tbyte/Wand-Enhancer.git
synced 2026-09-04 17:23:28 +00:00
feat: implement localization support and add language settings
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@@ -0,0 +1,150 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Threading;
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using System.Windows;
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namespace WeModPatcher.Core.Services
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{
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public static class LocalizationManager
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{
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public static readonly List<CultureInfo> SupportedLanguages = new List<CultureInfo>
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{
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new CultureInfo("en-US"),
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new CultureInfo("zh-CN"),
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new CultureInfo("de-DE"),
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new CultureInfo("fr-FR"),
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new CultureInfo("es-ES"),
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new CultureInfo("it-IT"),
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new CultureInfo("pt-BR"),
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new CultureInfo("pl-PL"),
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new CultureInfo("ru-RU"),
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new CultureInfo("uk-UA"),
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new CultureInfo("ja-JP"),
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new CultureInfo("tr-TR")
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};
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private static CultureInfo _currentLanguage;
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private static ResourceDictionary _englishBaseDictionary;
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public static CultureInfo CurrentLanguage
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{
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get => _currentLanguage;
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set => SetLanguage(value);
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}
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public static void Initialize()
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{
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// Load English as the base fallback dictionary
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_englishBaseDictionary = new ResourceDictionary
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{
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Source = new Uri("Locale/lang.en-US.xaml", UriKind.Relative)
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};
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// Try to load saved language preference
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var savedLanguage = SettingsManager.LoadSettings()?.Language;
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CultureInfo targetCulture = null;
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if (!string.IsNullOrEmpty(savedLanguage))
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{
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targetCulture = SupportedLanguages.FirstOrDefault(c => c.Name == savedLanguage);
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}
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if (targetCulture == null)
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{
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// Fall back to system culture detection
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var systemCulture = Thread.CurrentThread.CurrentUICulture;
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targetCulture = SupportedLanguages.FirstOrDefault(c =>
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c.Name == systemCulture.Name ||
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c.TwoLetterISOLanguageName == systemCulture.TwoLetterISOLanguageName);
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}
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SetLanguage(targetCulture ?? SupportedLanguages[0], saveSettings: false);
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}
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private static void SetLanguage(CultureInfo culture, bool saveSettings = true)
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{
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if (culture == null)
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throw new ArgumentNullException(nameof(culture));
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if (Equals(culture, _currentLanguage))
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return;
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var supportedCulture = SupportedLanguages.FirstOrDefault(c => c.Name == culture.Name);
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if (supportedCulture == null)
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{
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supportedCulture = SupportedLanguages[0]; // Default to English
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}
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_currentLanguage = supportedCulture;
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Thread.CurrentThread.CurrentUICulture = supportedCulture;
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// Create the locale dictionary with English as base for fallback
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var localeDict = new ResourceDictionary();
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// First, add English base dictionary for fallback
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if (_englishBaseDictionary != null && supportedCulture.Name != SupportedLanguages[0].Name)
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{
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foreach (var key in _englishBaseDictionary.Keys)
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{
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localeDict[key] = _englishBaseDictionary[key];
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}
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}
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// Then overlay with the selected language (will override English keys)
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var targetDict = new ResourceDictionary
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{
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Source = new Uri($"Locale/lang.{supportedCulture.Name}.xaml", UriKind.Relative)
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};
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foreach (DictionaryEntry entry in targetDict)
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{
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localeDict[entry.Key] = targetDict[entry.Key];
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}
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// Find and replace the old locale dictionary
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var oldDict = Application.Current.Resources.MergedDictionaries
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.FirstOrDefault(d => d.Source != null && d.Source.OriginalString.StartsWith("Locale/lang."));
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if (oldDict != null)
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{
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var index = Application.Current.Resources.MergedDictionaries.IndexOf(oldDict);
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Application.Current.Resources.MergedDictionaries.Remove(oldDict);
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Application.Current.Resources.MergedDictionaries.Insert(index, localeDict);
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}
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else
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{
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Application.Current.Resources.MergedDictionaries.Add(localeDict);
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}
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if (saveSettings)
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{
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SettingsManager.SaveSettings(new AppSettings { Language = supportedCulture.Name });
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}
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}
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public static string GetLanguageDisplayName(CultureInfo culture)
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{
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try
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{
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var dict = new ResourceDictionary
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{
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Source = new Uri($"Locale/lang.{culture.Name}.xaml", UriKind.Relative)
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};
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if (dict.Contains("language_display_name"))
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{
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return dict["language_display_name"] as string ?? culture.NativeName;
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}
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}
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catch
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{
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// Fallback to native name if loading fails
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}
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return culture.NativeName;
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}
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}
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}
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