When building DolphinWX using cmake, msgmerge will run on the
.po files, updating the formatting of them if they aren't
already in the exact format that msgmerge uses. This means that
running msgmerge on all the .po files is necessary before
committing any updates to the .po files, because otherwise
unstaged changes are going to appear whenever anyone tries to
build that commit using cmake. The translation syncing scripts
that were used by delroth and Parlane did so by invoking `cmake`
and then `make translations`, but that isn't a good solution
for people who sync translations on Windows (i.e. me).
This commit uncomments some existing code for running msgmerge
on all the .po files, and places that code in a new script. Now,
translation syncing scripts just have to call that script before
committing, instead of using msgmerge directly or using cmake.
I'm not sure why the script was called gettextize to begin with.
gettextize is the name of a gettext executable that doesn't seem
to be related to what our gettextize script did.
For instance, we don't want to show TGC files that might be
inside the /files/ directory of a GameCube DirectoryBlob,
and we don't want to show the /sys/main.dol files for extra
partitions of Wii DirectoryBlobs.
Now it's clearer that SetDOL depends on SetApploader
and BuildFST depends on SetDOL.
As a side note, we now load the DOL even if there's
no apploader. (I don't think it matters whether we
do it, but it was easier to implement this way.)
This lets VolumeDirectory/DirectoryBlob skip implementing
various volume functions like GetGameID, GetBanner, etc.
It also lets us view extracted discs in the game list.
This ends up breaking the boot process for Wii
DirectoryBlobs due to workarounds being removed from the
boot process, but that will be fixed later by adding
proper DirectoryBlob support for things like TMDs.
We now expect the directories to be laid out in a certain
format (based on the format that WIT uses) instead of requiring
the user to set the DVD root and apploader path settings.
This is useful for blob types that store Wii data unencrypted
(such as WIA and discs extracted to directories) so that
we don't have to waste CPU time encrypting in the blob code
just to decrypt right afterwards in the volume code.
The old approach to detecting DOL/ELF files doesn't fit
with the new way of implementing extracted discs.
The game list is already doing it in a way that's similar
to the approach that this commit uses.
It's not particularily useful to list the platform here,
and these kinds of messages that use words as parameters
are more likely to be mistranslated than the average string.
Same as the previous commit, except I'm copying strings
in the other direction because the DolphinWX variants
of these strings could use some improvement.
The region mismatch check that we used can give false positives.
Skipping the check won't lead to any harm - games will ignore
save files that have a non-matching fourth game ID character.
According to http://scanlines16.com/en/blog-3/retro-gaming/game-cube/gamecube-korean-master-list/,
Korean GC releases use the following country codes:
- E or W for games in English
- K for games in Korean
- Unknown value for games in Japanese (my guess is that they might
have made the discs bit-for-bit identical to Japanese releases
because the regions of these games are already set to NTSC-J)
As far as I know, the GC has no Taiwanese releases, which is what
the W country code is used for on the Wii. But I could be wrong.
A small note: The country_byte == 'K' check in the code isn't
actually necessary as long as RegionSwitchGC returns NTSC_J
for 'K', but I thought it would be better to not rely on that.
The county code isn't 100% reliable for detecting the region.
For instance, some games released in Korea have the country
code E even though they're region-locked to NTSC-J consoles.
This commit makes the GC disc region detection match the Wii
disc region detection (apart from the region value being in
a different place on the disc).
There are some cases where overriding the opening.bnr names
isn't desirable, such as when someone has several modded
versions of a game that differ in names but not game IDs.
Some code was calling more than one of these functions in a row
(in particular, FileUtil.cpp itself did it a lot...), which is
a waste since it's possible to call stat a single time and then
read all three values from the stat struct. This commit adds a
File::FileInfo class that calls stat once on construction and
then lets Exists/IsDirectory/GetSize be executed very quickly.
The performance improvement mostly matters for functions that
can be handling a lot of files, such as File::ScanDirectoryTree.
I've also done some cleanup in code that uses these functions.
For instance, some code had checks like !Exists() || !IsDirectory(),
which is functionally equivalent to !IsDirectory(), and some
code was using File::GetSize even though there was an IOFile
object that the code could call GetSize on.
Before, if you extracted a directory like /map/Final/Release/,
Dolphin would create the nested folders map, Final and Release
in the output directory and put the files in Release instead of
just putting the files directly in the output directory.