mirror of
https://ghfast.top/https://github.com/StarCitizenToolBox/app.git
synced 2025-07-18 18:01:46 +08:00
feat: 多语言 初步引入
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@ -11,6 +11,7 @@ import 'package:starcitizen_doctor/api/analytics.dart';
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import 'package:starcitizen_doctor/common/helper/log_helper.dart';
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import 'package:starcitizen_doctor/common/utils/base_utils.dart';
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import 'package:starcitizen_doctor/data/game_performance_data.dart';
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import 'package:starcitizen_doctor/generated/l10n.dart';
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import 'package:starcitizen_doctor/ui/home/home_ui_model.dart';
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part 'performance_ui_model.freezed.dart';
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@ -19,7 +20,7 @@ part 'performance_ui_model.g.dart';
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@freezed
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class HomePerformanceUIState with _$HomePerformanceUIState {
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const factory HomePerformanceUIState({
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factory HomePerformanceUIState({
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@Default(true) bool showGraphicsPerformanceTip,
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@Default(false) bool enabled,
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Map<String, List<GamePerformanceData>>? performanceMap,
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@ -41,7 +42,7 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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@override
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HomePerformanceUIState build() {
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state = const HomePerformanceUIState();
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state = HomePerformanceUIState();
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_init();
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return state;
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}
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@ -111,7 +112,7 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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switch (key) {
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case "low":
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state.performanceMap?.forEach((key, v) {
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if (key.contains("图形")) {
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if (key.contains(S.current.performance_info_graphics)) {
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for (var element in v) {
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element.value = element.min;
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}
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@ -120,7 +121,7 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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break;
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case "medium":
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state.performanceMap?.forEach((key, v) {
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if (key.contains("图形")) {
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if (key.contains(S.current.performance_info_graphics)) {
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for (var element in v) {
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element.value = ((element.max ?? 0) ~/ 2);
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}
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@ -129,7 +130,7 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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break;
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case "high":
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state.performanceMap?.forEach((key, v) {
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if (key.contains("图形")) {
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if (key.contains(S.current.performance_info_graphics)) {
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for (var element in v) {
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element.value = ((element.max ?? 0) / 1.5).ceil();
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}
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@ -138,7 +139,7 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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break;
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case "ultra":
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state.performanceMap?.forEach((key, v) {
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if (key.contains("图形")) {
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if (key.contains(S.current.performance_info_graphics)) {
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for (var element in v) {
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element.value = element.max;
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}
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@ -154,14 +155,14 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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}
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clean(BuildContext context) async {
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state = state.copyWith(workingString: "删除配置文件...");
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state = state.copyWith(workingString: S.current.performance_info_delete_config_file);
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if (await confFile.exists()) {
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await confFile.delete(recursive: true);
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}
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state = state.copyWith(workingString: "清理着色器");
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state = state.copyWith(workingString: S.current.performance_action_clear_shaders);
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if (!context.mounted) return;
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await cleanShaderCache(context);
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state = state.copyWith(workingString: "完成...");
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state = state.copyWith(workingString: S.current.performance_info_done);
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await await Future.delayed(const Duration(milliseconds: 300));
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await _init();
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state = state.copyWith(workingString: "");
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@ -180,14 +181,14 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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}
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await Future.delayed(const Duration(milliseconds: 300));
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if (context != null && context.mounted) {
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showToast(context, "清理着色器后首次进入游戏可能会出现卡顿,请耐心等待游戏初始化完毕。");
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showToast(context, S.current.performance_info_shader_clearing_warning);
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}
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}
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applyProfile(bool cleanShader) async {
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if (state.performanceMap == null) return;
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AnalyticsApi.touch("performance_apply");
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state = state.copyWith(workingString: "生成配置文件");
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state = state.copyWith(workingString: S.current.performance_info_generate_config_file);
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String conf = "";
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for (var v in state.performanceMap!.entries) {
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for (var c in v.value) {
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@ -206,23 +207,23 @@ class HomePerformanceUIModel extends _$HomePerformanceUIModel {
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}
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}
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}
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state = state.copyWith(workingString: "写出配置文件");
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state = state.copyWith(workingString: S.current.performance_info_write_out_config_file);
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if (await confFile.exists()) {
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await confFile.delete();
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}
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await confFile.create();
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await confFile.writeAsString(conf);
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if (cleanShader) {
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state = state.copyWith(workingString: "清理着色器");
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state = state.copyWith(workingString: S.current.performance_action_clear_shaders);
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await cleanShaderCache(null);
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}
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state = state.copyWith(workingString: "完成...");
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state = state.copyWith(workingString: S.current.performance_info_done);
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await await Future.delayed(const Duration(milliseconds: 300));
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await _init();
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state = state.copyWith(workingString: "清理着色器");
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state = state.copyWith(workingString: S.current.performance_action_clear_shaders);
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}
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updateState() {
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state = state.copyWith();
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}
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}
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}
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