Add Language System

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copecone committed 2026-09-06 14:29:46 +09:00
1 parent 43763b0b35
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{
"ui.button.presets": "Presets",
"ui.placeholder.render_fps": "Render FPS",
"ui.placeholder.video_fps": "Video FPS",
"ui.placeholder.render_width": "Render Width (px)",
"ui.placeholder.render_height": "Render Height (px)",
"ui.button.video_config": "Video Encoding Config",
"ui.button.audio_config": "Audio Encoding Config",
"ui.placeholder.delay_after_end": "Delay After Level End",
"ui.toggle.show_judgement": "Show Judgement",
"ui.button.go_render": "Go Render",
"ui.button.advanced_settings": "Advanced Settings...",
"ui.version.expired": " (Expired)",
"ui.validation.required_fields": "Required input fields are empty or invalid. Please fill in all settings.",
"ui.advanced.title": "Advanced Settings",
"ui.advanced.file_extension": "File Extension",
"ui.advanced.process_audio": "Process Audio",
"ui.advanced.non_tile_mode": "Non-Tile Mode",
"ui.advanced.random_seed": "Random Seed (Optional)",
"ui.button.cancel": "Cancel",
"ui.button.save": "Save",
"ui.video.title": "Video Encoding Settings",
"ui.video.codec": "Codec",
"ui.video.rate_control": "Bitrate Control Mode",
"ui.video.bitrate": "Bitrate (kbps)",
"ui.video.max_bitrate": "Max Bitrate (kbps)",
"ui.video.qp": "Quality (QP)",
"ui.video.keyframe_interval": "Keyframe Interval (s)",
"ui.video.force_software": "Force Software Encoder",
"ui.video.qp_zero_warning": "Warning: Setting QP to 0 applies lossless encoding and may result in very large file sizes.",
"ui.audio.title": "Audio Encoding Settings",
"ui.audio.rendering": "Audio Rendering",
"ui.audio.sample_rate": "Sample Rate (Hz)",
"ui.audio.channels": "Audio Channels",
"ui.audio.channels_mono": "1 (Mono)",
"ui.audio.channels_stereo": "2 (Stereo)",
"ui.audio.bitrate": "Audio Bitrate (kbps)",
"ui.preset.title": "Preset Settings",
"ui.preset.new_name": "New Preset Name",
"ui.preset.no_presets": "No saved presets.",
"ui.button.load": "Load",
"ui.button.delete": "Delete",
"ui.button.close": "Close",
"ui.preset.save_failed": "Save Failed",
"ui.preset.enter_name": "Please enter a preset name.",
"ui.preset.invalid_inputs": "Cannot save preset because required input values are empty or invalid.",
"ui.preset.save_error": "An error occurred while saving the preset: {0}",
"ui.preset.delete_title": "Delete Preset",
"ui.preset.delete_confirm": "Are you sure you want to delete the preset '{0}'?",
"ui.button.yes": "Yes",
"ui.button.no": "No",
"ui.button.ok": "OK",
"ui.ffmpeg.title": "FFmpeg Library Installation Required",
"ui.ffmpeg.desc_main": "FFmpeg shared libraries are required to render video.",
"ui.ffmpeg.desc_osx": "For macOS, reliable public builds are unavailable, so FFmpeg 8.1 must be built manually.\nClick the button below to open the official FFmpeg website.",
"ui.ffmpeg.desc_auto": "Click the button below to automatically download and install from the internet.\n<color=#aaaaaa><size=13>(Download size: ~70MB, extracted to UserLibs folder)</size></color>",
"ui.ffmpeg.button_download": "Download & Install",
"ui.ffmpeg.button_open_web": "Open Download Page",
"ui.ffmpeg.button_cancel": "Cancel",
"ui.ffmpeg.button_opening": "Opening...",
"ui.ffmpeg.status_downloading": "Downloading... ({0:F1}%)",
"ui.ffmpeg.status_extracting": "Extracting FFmpeg files...",
"ui.ffmpeg.status_done": "Done! Restarting audio/video engine...",
"ui.ffmpeg.status_failed": "Failed to download FFmpeg: {0}",
"ui.escape.cancelling": "<color=#FF5252>Cancelling in {0:F1}s..</color>\n<size=40><color=#DDDDDD>Hold Esc to cancel render</color></size>",
"ui.monitor.title": "ADOFAI Renderer Realtime Monitor",
"ui.monitor.queue": "• Queue: <b>{0}</b> / {1} frames",
"ui.monitor.rendered_frames": "• Rendered Frames: <b>{0}</b>",
"ui.monitor.frames_sent": "• Frames Sent: <b>{0}</b>",
"ui.monitor.throttling": "• Throttling Controls: {0} times",
"ui.monitor.readback_failures": "• Readback Hard Failures: <color=#ff3333>{0}</color> times",
"ui.monitor.skip_retry": "• Render Skip-Retry: {0} / {1}",
"ui.monitor.memory": "• Mono Heap Memory: {0:F2} MB",
"ui.notification.complete_title": "Rendering Complete!",
"ui.notification.complete_msg": "{0} saved successfully.",
"ui.notification.video_fallback": "Video"
}
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{
"ui.button.presets": "프리셋",
"ui.placeholder.render_fps": "렌더링 FPS",
"ui.placeholder.video_fps": "영상 FPS",
"ui.placeholder.render_width": "렌더링 너비 (px)",
"ui.placeholder.render_height": "렌더링 높이 (px)",
"ui.button.video_config": "비디오 인코딩 설정",
"ui.button.audio_config": "오디오 인코딩 설정",
"ui.placeholder.delay_after_end": "레벨 종료 후 대기 시간 (초)",
"ui.toggle.show_judgement": "판정 텍스트 표시",
"ui.button.go_render": "렌더링 시작",
"ui.button.advanced_settings": "고급 설정...",
"ui.version.expired": " (만료됨)",
"ui.validation.required_fields": "필수 입력란이 비어 있거나 올바르지 않습니다. 모든 설정을 확인해 주세요.",
"ui.advanced.title": "고급 설정",
"ui.advanced.file_extension": "파일 확장자",
"ui.advanced.process_audio": "오디오 처리",
"ui.advanced.non_tile_mode": "논타일 모드",
"ui.advanced.random_seed": "랜덤 시드 (선택 사항)",
"ui.button.cancel": "취소",
"ui.button.save": "저장",
"ui.video.title": "비디오 인코딩 설정",
"ui.video.codec": "코덱",
"ui.video.rate_control": "비트레이트 제어 모드",
"ui.video.bitrate": "비트레이트 (kbps)",
"ui.video.max_bitrate": "최대 비트레이트 (kbps)",
"ui.video.qp": "품질 (QP)",
"ui.video.keyframe_interval": "키프레임 간격 (초)",
"ui.video.force_software": "강제 소프트웨어 인코더",
"ui.video.qp_zero_warning": "경고: QP를 0으로 설정하면 무손실 인코딩이 적용되어 파일 크기가 매우 커질 수 있습니다.",
"ui.audio.title": "오디오 인코딩 설정",
"ui.audio.rendering": "오디오 렌더링",
"ui.audio.sample_rate": "샘플레이트 (Hz)",
"ui.audio.channels": "오디오 채널",
"ui.audio.channels_mono": "1 (모노)",
"ui.audio.channels_stereo": "2 (스테레오)",
"ui.audio.bitrate": "오디오 비트레이트 (kbps)",
"ui.preset.title": "프리셋 설정",
"ui.preset.new_name": "새 프리셋 이름",
"ui.preset.no_presets": "저장된 프리셋이 없습니다.",
"ui.button.load": "불러오기",
"ui.button.delete": "삭제",
"ui.button.close": "닫기",
"ui.preset.save_failed": "저장 실패",
"ui.preset.enter_name": "프리셋 이름을 입력해 주세요.",
"ui.preset.invalid_inputs": "필수 입력값이 비어 있거나 올바르지 않아 프리셋을 저장할 수 없습니다.",
"ui.preset.save_error": "프리셋 저장 중 오류가 발생했습니다: {0}",
"ui.preset.delete_title": "프리셋 삭제",
"ui.preset.delete_confirm": "정말 '{0}' 프리셋을 삭제하시겠습니까?",
"ui.button.yes": "예",
"ui.button.no": "아니오",
"ui.button.ok": "확인",
"ui.ffmpeg.title": "FFmpeg 라이브러리 설치 필요",
"ui.ffmpeg.desc_main": "영상을 렌더링하려면 FFmpeg 공유 라이브러리가 필요합니다.",
"ui.ffmpeg.desc_osx": "macOS의 경우 신뢰할 수 있는 빌드가 제공되지 않아 FFmpeg 8.1을 직접 빌드해야 합니다.\n아래 버튼을 눌러 공식 FFmpeg 웹사이트를 방문하세요.",
"ui.ffmpeg.desc_auto": "아래 버튼을 눌러 인터넷에서 자동으로 다운로드하여 설치합니다.\n<color=#aaaaaa><size=13>(다운로드 크기: 약 70MB, UserLibs 폴더에 압축 해제됨)</size></color>",
"ui.ffmpeg.button_download": "다운로드 및 설치",
"ui.ffmpeg.button_open_web": "다운로드 페이지 열기",
"ui.ffmpeg.button_cancel": "취소",
"ui.ffmpeg.button_opening": "열리는 중...",
"ui.ffmpeg.status_downloading": "다운로드 중... ({0:F1}%)",
"ui.ffmpeg.status_extracting": "FFmpeg 파일 압축 해제 중...",
"ui.ffmpeg.status_done": "완료! 오디오/비디오 엔진을 재시작합니다...",
"ui.ffmpeg.status_failed": "FFmpeg 다운로드 실패: {0}",
"ui.escape.cancelling": "<color=#FF5252>{0:F1}초 후 취소됩니다..</color>\n<size=40><color=#DDDDDD>렌더링을 취소하려면 Esc를 길게 누르세요</color></size>",
"ui.monitor.title": "ADOFAI Renderer 실시간 모니터",
"ui.monitor.queue": "• 대기열: <b>{0}</b> / {1} 프레임",
"ui.monitor.rendered_frames": "• 렌더링된 프레임: <b>{0}</b>",
"ui.monitor.frames_sent": "• 전송된 프레임: <b>{0}</b>",
"ui.monitor.throttling": "• 쓰로틀링 제어: {0}회",
"ui.monitor.readback_failures": "• 리드백 실패: <color=#ff3333>{0}</color>회",
"ui.monitor.skip_retry": "• 렌더 건너뜀-재시도: {0} / {1}",
"ui.monitor.memory": "• 모노 힙 메모리: {0:F2} MB",
"ui.notification.complete_title": "렌더링 완료!",
"ui.notification.complete_msg": "{0}이(가) 성공적으로 저장되었습니다.",
"ui.notification.video_fallback": "동영상"
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using MelonLoader;
using Newtonsoft.Json;
using UnityEngine;
namespace ADOFAIRenderer.Localization;
/// <summary>
/// Provides access to localized strings and handles language synchronization with the game.
/// </summary>
internal static class LocalizationManager
{
private static readonly Dictionary<string, Dictionary<string, string>> Locales = new(StringComparer.OrdinalIgnoreCase);
private static readonly string FallbackLocaleCode = "en";
/// <summary>
/// Event triggered when the active language changes.
/// </summary>
public static event Action<SystemLanguage>? OnLanguageChanged;
/// <summary>
/// Currently active SystemLanguage.
/// </summary>
public static SystemLanguage CurrentLanguage { get; private set; } = SystemLanguage.English;
/// <summary>
/// Currently active locale code (e.g. "en", "ko").
/// </summary>
public static string CurrentLocaleCode { get; private set; } = "en";
private static bool _initialized;
/// <summary>
/// Initializes the localization system and loads embedded language dictionaries.
/// </summary>
public static void Initialize()
{
if (_initialized) return;
_initialized = true;
LoadEmbeddedLocales();
// Detect initial language from game settings
var initialLang = DetectGameLanguage();
SetLanguage(initialLang, notify: false);
LogMsg($"[Localization] Initialized. Active language: {CurrentLanguage} ({CurrentLocaleCode})");
}
private static void LogMsg(string msg)
{
try { Melon<RenderMod>.Logger.Msg(msg); }
catch { Console.WriteLine(msg); }
}
private static void LogError(string msg)
{
try { Melon<RenderMod>.Logger.Error(msg); }
catch { Console.Error.WriteLine(msg); }
}
/// <summary>
/// Loads all *.json locale files embedded in this assembly.
/// </summary>
private static void LoadEmbeddedLocales()
{
var assembly = typeof(LocalizationManager).Assembly;
var resourceNames = assembly.GetManifestResourceNames();
foreach (var resourceName in resourceNames)
{
if (!resourceName.EndsWith(".json", StringComparison.OrdinalIgnoreCase)) continue;
if (!resourceName.Contains("Localization.Locale")) continue;
try
{
using var stream = assembly.GetManifestResourceStream(resourceName);
if (stream == null) continue;
using var reader = new StreamReader(stream);
var json = reader.ReadToEnd();
var dict = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
if (dict != null)
{
// Extract locale code from resource name: e.g. "ADOFAIRenderer.Localization.Locale.ko.json" -> "ko"
var parts = resourceName.Split('.');
if (parts.Length >= 2)
{
var code = parts[^2].ToLowerInvariant();
Locales[code] = dict;
LogMsg($"[Localization] Loaded locale '{code}' ({dict.Count} keys).");
}
}
}
catch (Exception ex)
{
LogError($"[Localization] Failed to load locale resource '{resourceName}': {ex.Message}");
}
}
}
/// <summary>
/// Sets the active language and notifies subscribers if changed.
/// </summary>
public static void SetLanguage(SystemLanguage language, bool notify = true)
{
var localeCode = LanguageToLocaleCode(language);
if (!Locales.ContainsKey(localeCode))
{
// Fallback to English if translation for this language does not exist
localeCode = FallbackLocaleCode;
}
var isChanged = (language != CurrentLanguage) || (localeCode != CurrentLocaleCode);
CurrentLanguage = language;
CurrentLocaleCode = localeCode;
if (isChanged && notify)
{
LogMsg($"[Localization] Language changed to: {CurrentLanguage} ({CurrentLocaleCode})");
try
{
OnLanguageChanged?.Invoke(CurrentLanguage);
}
catch (Exception ex)
{
LogError($"[Localization] Error during OnLanguageChanged notification: {ex.Message}");
}
}
}
/// <summary>
/// Retrieves a localized string for the specified key.
/// </summary>
public static string Get(string key)
{
if (string.IsNullOrEmpty(key)) return string.Empty;
// 1. Try currently active locale
if (Locales.TryGetValue(CurrentLocaleCode, out var activeDict) && activeDict.TryGetValue(key, out var val))
{
return val;
}
// 2. Fallback to English locale
if (CurrentLocaleCode != FallbackLocaleCode &&
Locales.TryGetValue(FallbackLocaleCode, out var fallbackDict) &&
fallbackDict.TryGetValue(key, out var fallbackVal))
{
return fallbackVal;
}
// 3. Fallback to raw key if missing
return key;
}
/// <summary>
/// Retrieves a formatted localized string.
/// </summary>
public static string Get(string key, params object[] args)
{
var template = Get(key);
if (args == null || args.Length == 0) return template;
try
{
return string.Format(template, args);
}
catch (FormatException)
{
return template;
}
}
/// <summary>
/// Maps Unity's SystemLanguage enum to an internal locale code.
/// </summary>
private static string LanguageToLocaleCode(SystemLanguage language)
{
return language switch
{
SystemLanguage.Korean => "ko",
SystemLanguage.English => "en",
_ => "en"
};
}
/// <summary>
/// Attempts to read the game's current language from RDString or Persistence.
/// </summary>
private static SystemLanguage DetectGameLanguage()
{
try
{
// First attempt: RDString.language
return RDString.language;
}
catch
{
try
{
// Fallback attempt: Persistence.language
return Persistence.language;
}
catch
{
return SystemLanguage.English;
}
}
}
}
/// <summary>
/// Convenient shorthand alias for <see cref="LocalizationManager"/>.
/// </summary>
internal static class I18n
{
/// <inheritdoc cref="LocalizationManager.Get(string)"/>
public static string Get(string key) => LocalizationManager.Get(key);
/// <inheritdoc cref="LocalizationManager.Get(string, object[])"/>
public static string Get(string key, params object[] args) => LocalizationManager.Get(key, args);
/// <inheritdoc cref="LocalizationManager.CurrentLanguage"/>
public static SystemLanguage CurrentLanguage => LocalizationManager.CurrentLanguage;
/// <inheritdoc cref="LocalizationManager.CurrentLocaleCode"/>
public static string CurrentLocaleCode => LocalizationManager.CurrentLocaleCode;
/// <inheritdoc cref="LocalizationManager.OnLanguageChanged"/>
public static event Action<SystemLanguage>? OnLanguageChanged
{
add => LocalizationManager.OnLanguageChanged += value;
remove => LocalizationManager.OnLanguageChanged -= value;
}
}
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using ADOFAIRenderer.Localization;
using HarmonyLib;
using UnityEngine;
namespace ADOFAIRenderer.Patch.Game;
/// <summary>
/// Synchronizes mod localization with ADOFAI's in-game language settings.
/// </summary>
[HarmonyPatch(typeof(RDString))]
internal static class LanguageSyncPatch
{
[HarmonyPatch(nameof(RDString.ChangeLanguage))]
[HarmonyPostfix]
public static void OnChangeLanguage(SystemLanguage language)
{
LocalizationManager.SetLanguage(language);
}
[HarmonyPatch(nameof(RDString.Setup))]
[HarmonyPostfix]
public static void OnSetup()
{
LocalizationManager.SetLanguage(RDString.language);
}
}