cc2b061c03
keeping the font around for later usage though
124 lines
3.9 KiB
Lua
124 lines
3.9 KiB
Lua
local available_languages = {"english", "english_safe", "french", "german", "italian", "polish", "portuguese",
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"russian", "spanish", "simplified_chinese", "traditional_chinese", "japanese_partial",
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"korean"}
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local current_language = "LANGUAGE"
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LUI.UIButtonText.IsOffsetedLanguage = function()
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return false
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end
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function get_user_language()
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user_language = game:getcurrentgamelanguage()
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end
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function set_language(value)
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local file_path = "players2/default/language"
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local file = io.open(file_path, "w")
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file:write(value)
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file:close()
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end
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function does_zone_folder_exists(language)
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return io.directoryexists("zone/" .. language)
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end
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get_user_language()
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if user_language ~= "" and does_zone_folder_exists(user_language) then
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current_language = user_language
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end
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LUI.addmenubutton("pc_controls", {
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index = 4,
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text = "LUA_MENU_CHOOSE_LANGUAGE",
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description = Engine.Localize("LUA_MENU_CHOOSE_LANGUAGE_DESC"),
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callback = function()
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LUI.FlowManager.RequestAddMenu(nil, "choose_language_menu")
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end
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})
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LUI.MenuBuilder.registerType("choose_language_menu", function(a1)
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local menu = LUI.MenuTemplate.new(a1, {
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menu_title = "LUA_MENU_CHOOSE_LANGUAGE",
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menu_list_divider_top_offset = -(LUI.H1MenuTab.tabChangeHoldingElementHeight + H1MenuDims.spacing),
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uppercase_title = true
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})
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for i = 1, #available_languages do
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if does_zone_folder_exists(available_languages[i]) then
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menu:AddButton(Engine.Localize(string.format("MENU_%s", available_languages[i])), function()
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LUI.yesnopopup({
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title = Engine.Localize("@MENU_NOTICE"),
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text = "^2" .. Engine.Localize("MENU_" .. current_language) .. "^7 → ^5" ..
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Engine.Localize("MENU_" .. available_languages[i]) .. "\n\n^7" ..
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Engine.Localize("@LUA_MENU_CONFIRM_LANGUAGE") .. " " ..
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Engine.Localize("@MENU_APPLY_LANGUAGE_SETTINGS"),
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callback = function(result)
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if (result) then
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set_language(available_languages[i])
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updater.relaunch()
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else
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LUI.FlowManager.RequestLeaveMenu(popup)
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end
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end
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})
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end, available_languages[i] == current_language, true, nil, {
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desc_text = Engine.Localize("LOCALE_" .. (available_languages[i]))
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})
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end
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end
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LUI.Options.InitScrollingList(menu.list, nil, {
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rows = 12
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})
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LUI.Options.AddOptionTextInfo(menu)
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menu:AddHelp({
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name = "add_button_helper_text",
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button_ref = "",
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helper_text = "^2" .. Engine.Localize("@LUA_MENU_DOWNLOAD") .. ": ^7https://docs.h1.gg/languages",
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side = "left",
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priority = -9001,
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clickable = false
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})
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menu:AddBackButton()
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return menu
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end)
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-- fix for ammo zeros
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if not Engine.InFrontend() then
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local weaponinfodef = LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"]
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LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"] = function(...)
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Engine.GetCurrentLanguage = function()
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return 0
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end
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local res = weaponinfodef(...)
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Engine.GetCurrentLanguage = function()
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lang = Engine.GetDvarString("loc_language")
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return lang
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end
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return res
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end
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end
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--[[
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-- H2 title font
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if game:issingleplayer() or
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(user_language == "simplified_chinese" or user_language == "traditional_chinese" or user_language ==
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"japanese_partial" or user_language == "korean") then
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return
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end
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local scale = function(size)
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return size * 720 / 1080
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end
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CoD.TextSettings.H1TitleFont = {
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Font = RegisterFont("fonts/bank_h1.ttf", 50),
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Height = scale(50)
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}
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]]--
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