From 61e5bcef2629e2d68b805a956a96fff264d4f74d Mon Sep 17 00:00:00 2001 From: untodesu Date: Sat, 28 Jun 2025 01:59:49 +0500 Subject: Restructure dependencies and update to C++20 - Nuked static_assert from almost everywhere in the project - Nuked binary dependency support. Might add one later though - Separated dependency headers into a separate include subdirectory - Grafted a thirdpartylegalnotices.txt generator from RITEG - Pushed development snapshot version to 2126 (26th week of 2025) --- game/client/language.cc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'game/client/language.cc') diff --git a/game/client/language.cc b/game/client/language.cc index 2d84996..2ae0bc6 100644 --- a/game/client/language.cc +++ b/game/client/language.cc @@ -64,7 +64,7 @@ void language::init(void) LanguageInfo info; info.ietf = std::string(ietf); info.endonym = std::string(endonym); - info.display = fmt::format("{} ({})", endonym, ietf); + info.display = std::format("{} ({})", endonym, ietf); manifest.push_back(info); } } @@ -105,7 +105,7 @@ void language::init_late(void) void language::set(LanguageIterator new_language) { if(new_language != manifest.cend()) { - auto path = fmt::format("lang/lang.{}.json", new_language->ietf); + auto path = std::format("lang/lang.{}.json", new_language->ietf); auto file = PHYSFS_openRead(path.c_str()); @@ -192,5 +192,5 @@ std::string language::resolve_gui(const char* key) // We need window tags to retain their hierarchy when a language // dynamically changes; ImGui allows to provide hidden unique identifiers // to GUI primitives that have their name change dynamically, so we're using this - return fmt::format("{}###{}", language::resolve(key), key); + return std::format("{}###{}", language::resolve(key), key); } -- cgit