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I18N: Switch to getting categories by index instead of by string lookup
Also gets rid of the shared_ptr usage, and generally makes things nicer. Needed for later config refactorings, good to get in early.
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65 files changed
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-516
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@@ -87,9 +87,9 @@ void GameScreen::CreateViews() {
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saveDirs = info->GetSaveDataDirectories(); // Get's very heavy, let's not do it in update()
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}
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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auto pa = GetI18NCategory("Pause");
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auto di = GetI18NCategory(I18NCat::DIALOG);
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auto ga = GetI18NCategory(I18NCat::GAME);
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auto pa = GetI18NCategory(I18NCat::PAUSE);
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// Information in the top left.
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// Back button to the bottom left.
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@@ -199,7 +199,7 @@ void GameScreen::CreateViews() {
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bool isHomebrew = info && info->region > GAMEREGION_MAX;
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if (fileTypeSupportCRC && !isHomebrew && !Reporting::HasCRC(gamePath_) ) {
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btnCalcCRC_ = rightColumnItems->Add(new ChoiceWithValueDisplay(&CRC32string, ga->T("Calculate CRC"), (const char*)nullptr));
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btnCalcCRC_ = rightColumnItems->Add(new ChoiceWithValueDisplay(&CRC32string, ga->T("Calculate CRC"), I18NCat::NONE));
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btnCalcCRC_->OnClick.Handle(this, &GameScreen::OnDoCRC32);
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} else {
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btnCalcCRC_ = nullptr;
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@@ -240,8 +240,8 @@ void GameScreen::CallbackDeleteConfig(bool yes) {
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UI::EventReturn GameScreen::OnDeleteConfig(UI::EventParams &e)
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{
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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auto di = GetI18NCategory(I18NCat::DIALOG);
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auto ga = GetI18NCategory(I18NCat::GAME);
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screenManager()->push(
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new PromptScreen(gamePath_, di->T("DeleteConfirmGameConfig", "Do you really want to delete the settings for this game?"), ga->T("ConfirmDelete"), di->T("Cancel"),
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std::bind(&GameScreen::CallbackDeleteConfig, this, std::placeholders::_1)));
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@@ -252,7 +252,7 @@ UI::EventReturn GameScreen::OnDeleteConfig(UI::EventParams &e)
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void GameScreen::render() {
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UIScreen::render();
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auto ga = GetI18NCategory("Game");
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auto ga = GetI18NCategory(I18NCat::GAME);
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Draw::DrawContext *thin3d = screenManager()->getDrawContext();
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@@ -296,7 +296,7 @@ void GameScreen::render() {
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}
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if (tvCRC_ && Reporting::HasCRC(gamePath_)) {
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auto rp = GetI18NCategory("Reporting");
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auto rp = GetI18NCategory(I18NCat::REPORTING);
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std::string crc = StringFromFormat("%08X", Reporting::RetrieveCRC(gamePath_));
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tvCRC_->SetText(ReplaceAll(rp->T("FeedbackCRCValue", "Disc CRC: %1"), "%1", crc));
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tvCRC_->SetVisibility(UI::V_VISIBLE);
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@@ -367,8 +367,8 @@ UI::EventReturn GameScreen::OnGameSettings(UI::EventParams &e) {
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}
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UI::EventReturn GameScreen::OnDeleteSaveData(UI::EventParams &e) {
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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auto di = GetI18NCategory(I18NCat::DIALOG);
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auto ga = GetI18NCategory(I18NCat::GAME);
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (info) {
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// Check that there's any savedata to delete
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@@ -393,8 +393,8 @@ void GameScreen::CallbackDeleteSaveData(bool yes) {
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}
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UI::EventReturn GameScreen::OnDeleteGame(UI::EventParams &e) {
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auto di = GetI18NCategory("Dialog");
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auto ga = GetI18NCategory("Game");
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auto di = GetI18NCategory(I18NCat::DIALOG);
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auto ga = GetI18NCategory(I18NCat::GAME);
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (info) {
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screenManager()->push(
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@@ -469,7 +469,7 @@ private:
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};
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void SetBackgroundPopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
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auto ga = GetI18NCategory("Game");
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auto ga = GetI18NCategory(I18NCat::GAME);
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parent->Add(new UI::TextView(ga->T("One moment please..."), ALIGN_LEFT | ALIGN_VCENTER, false, new UI::LinearLayoutParams(UI::Margins(10, 0, 10, 10))));
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}
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@@ -504,7 +504,7 @@ void SetBackgroundPopupScreen::update() {
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}
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UI::EventReturn GameScreen::OnSetBackground(UI::EventParams &e) {
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auto ga = GetI18NCategory("Game");
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auto ga = GetI18NCategory(I18NCat::GAME);
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// This popup is used to prevent any race condition:
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// g_gameInfoCache may take time to load the data, and a crash could happen if they exit before then.
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SetBackgroundPopupScreen *pop = new SetBackgroundPopupScreen(ga->T("Setting Background"), gamePath_);
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