h2-mod/data/cdata/ui_scripts/settings/language.lua

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game:addlocalizedstring("MENU_english", "English")
game:addlocalizedstring("MENU_french", "Français")
game:addlocalizedstring("MENU_german", "Deutsch")
game:addlocalizedstring("MENU_italian", "Italiano")
game:addlocalizedstring("MENU_spanish", "Español")
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game:addlocalizedstring("MENU_russian", "Русский")
game:addlocalizedstring("MENU_polish", "Polski")
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game:addlocalizedstring("MENU_portuguese", "Português")
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game:addlocalizedstring("MENU_japanese_full", "日本語")
game:addlocalizedstring("MENU_japanese_partial", "日本語(一部)")
game:addlocalizedstring("MENU_traditional_chinese", "繁體中文")
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game:addlocalizedstring("MENU_simplified_chinese", "简体中文")
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game:addlocalizedstring("MENU_arabic", "العربية")
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game:addlocalizedstring("MENU_czech", "České")
game:addlocalizedstring("MENU_spanishna", "Español (América Latina)") -- text only (English dubbing)
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game:addlocalizedstring("MENU_korean", "한국어")
game:addlocalizedstring("MENU_english_safe", "English (Safe)")
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game:addlocalizedstring("MENU_russian_partial", "Русский (Англ. озвучка)") -- text only (English dubbing)
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LUI.addmenubutton("pc_controls", {
index = 4,
text = "@LUA_MENU_CHOOSE_LANGUAGE",
description = Engine.Localize("@LUA_MENU_CHOOSE_LANGUAGE_DESC"),
callback = function()
LUI.FlowManager.RequestAddMenu(nil, "choose_language_menu")
end
})
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local universalfont = RegisterFont("fallback/fonts/default.otf", 30)
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local function setuniversalfont(lang)
LUI.MenuGenericButtons.ButtonLabelFont.Font = universalfont
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end
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LUI.MenuBuilder.registerType("choose_language_menu", function(a1)
local menu = LUI.MenuTemplate.new(a1, {
menu_title = "@LUA_MENU_CHOOSE_LANGUAGE",
menu_list_divider_top_offset = -(LUI.H1MenuTab.tabChangeHoldingElementHeight + H1MenuDims.spacing),
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menu_width = 240,
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uppercase_title = true
})
local languages = Engine.GetSupportedLanguages()
for i = 1, #languages do
local id = languages[i].id
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local lang = Engine.GetCurrentLanguage()
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setuniversalfont(id)
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local button = menu:AddButton("", function()
LUI.FlowManager.RequestAddMenu(nil, "choose_language_confirm_popup", false, nil, true, {
language = languages[i].id
})
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end, languages[i].id == Engine.GetCurrentLanguage(), true, nil, {
desc_text = Engine.Localize("LOCALE_" .. (languages[i].id))
})
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overrideyoffset = nil
local label = button:getFirstDescendentById("text_label")
label:setText(Engine.ToUpperCase(languages[i].name))
end
LUI.Options.InitScrollingList(menu.list, nil, {
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rows = 10
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})
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LUI.Options.AddOptionTextInfo(menu)
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menu:AddBackButton()
return menu
end)
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-- global patch
LUI.UIButtonText.IsOffsetedLanguage = function()
return false
end
-- pol/rus patch
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if (not Engine.InFrontend()) then
local weaponinfodef = LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"]
LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"] = function(...)
local rus = CoD.Language.Russian
CoD.Language.Russian = 1337
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local pol = CoD.Language.Polish
CoD.Language.Polish = 1338
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local res = weaponinfodef(...)
CoD.Language.Russian = rus
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CoD.Language.Polish = pol
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return res
end
else
local levelselectmenu = LUI.sp_menus.LevelSelectMenu
local setupinfobox = levelselectmenu.SetupInfoBoxLeftForArcadeMode
levelselectmenu.SetupInfoBoxLeftForArcadeMode = function(...)
local rus = CoD.Language.Russian
CoD.Language.Russian = 1337
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local pol = CoD.Language.Polish
CoD.Language.Polish = 1338
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local res = setupinfobox(...)
CoD.Language.Russian = rus
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CoD.Language.Polish = pol
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return res
end
end
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-- ara/ces/pol/rus patch
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local lang = Engine.GetCurrentLanguage()
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if (lang == 5 or lang == 6 or lang == 12 or lang == 13 or lang == 17) then
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local scale = function (size)
return size * 720 / 1080
end
CoD.TextSettings.SP_HudAmmoStatusText = {
Font = RegisterFont("fonts/bank.ttf", 16),
Height = 16
}
CoD.TextSettings.SP_HudAmmoCounterFont = {
Font = RegisterFont("fonts/bank.ttf", 34),
Height = 34
}
CoD.TextSettings.HudAmmoCounterFont = {
Font = RegisterFont("fonts/bank.ttf", 105),
Height = 64
}
CoD.TextSettings.H2TitleFont = {
Font = RegisterFont("fonts/bank.ttf", 56),
Height = scale(56)
}
end