h2-mod/data/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") -- ??
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game:addlocalizedstring("MENU_spanishna", "Español (México)") -- 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 (Только текст)") -- 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
})
local factory = LUI.UIGenericButton.ButtonLabelFactory
local overrideyoffset = nil
LUI.UIGenericButton.ButtonLabelFactory = function(data, ...)
if (overrideyoffset) then
data.yOffset = overrideyoffset
overrideyoffset = nil
end
return factory(data, ...)
end
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local arabicfont = RegisterFont("fonts/arabic.ttf", 30)
local koreanfont = RegisterFont("fonts/korean.ttf", 30)
local polrusfont = RegisterFont("polrus/fonts/default.otf", 30)
local japanesefont = RegisterFont("fonts/japanese.ttf", 30)
local chinesefont = RegisterFont("fonts/chinese.ttf", 30)
local function setchinesefont(lang)
if (lang ~= CoD.Language.Traditional_chinese and lang ~= CoD.Language.Simplified_chinese) then
return
end
LUI.MenuGenericButtons.ButtonLabelFont.Font = chinesefont
LUI.MenuGenericButtons.ButtonLabelFont.Height = 22
overrideyoffset = 1
end
local function setjapanesefont(lang)
if (lang ~= CoD.Language.Japanese_full and lang ~= CoD.Language.Japanese_partial) then
return
end
LUI.MenuGenericButtons.ButtonLabelFont.Font = japanesefont
LUI.MenuGenericButtons.ButtonLabelFont.Height = 18
overrideyoffset = 1
end
local function setkoreanfont(lang)
if (lang ~= CoD.Language.Korean) then
return
end
LUI.MenuGenericButtons.ButtonLabelFont.Font = koreanfont
LUI.MenuGenericButtons.ButtonLabelFont.Height = 25
overrideyoffset = 1
end
local function setarabicfont(lang)
if (lang ~= CoD.Language.Arabic) then
return
end
LUI.MenuGenericButtons.ButtonLabelFont.Font = arabicfont
LUI.MenuGenericButtons.ButtonLabelFont.Height = 28
overrideyoffset = 0
end
local function setpolrusfont(lang)
if (lang ~= CoD.Language.Russian and lang ~= CoD.Language.Russian_partial and lang ~= CoD.Language.Polish) then
return
end
LUI.MenuGenericButtons.ButtonLabelFont.Font = polrusfont
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overrideyoffset = 2.5
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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),
menu_width = 300,
uppercase_title = true
})
local languages = Engine.GetSupportedLanguages()
for i = 1, #languages do
local prevfont = LUI.MenuGenericButtons.ButtonLabelFont.Font
local prevheight = LUI.MenuGenericButtons.ButtonLabelFont.Height
local id = languages[i].id
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local lang = Engine.GetCurrentLanguage()
if (lang == CoD.Language.Traditional_chinese or lang == CoD.Language.Simplified_chinese) then
setjapanesefont(id)
setkoreanfont(id)
setarabicfont(id)
elseif (lang == CoD.Language.Japanese_full or lang == CoD.Language.Japanese_partial) then
setchinesefont(id)
setkoreanfont(id)
setarabicfont(id)
elseif (lang ~= CoD.Language.Arabic and lang ~= CoD.Language.Korean) then
setpolrusfont(id)
setchinesefont(id)
setjapanesefont(id)
setkoreanfont(id)
setarabicfont(id)
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end
local button = menu:AddButton("", function()
if (languages[i].id == Engine.GetCurrentLanguage()) then
LUI.FlowManager.RequestLeaveMenu(nil, "choose_language_menu")
return
end
LUI.FlowManager.RequestAddMenu(nil, "choose_language_confirm_popup", false, nil, true, {
language = languages[i].id
})
end)
overrideyoffset = nil
LUI.MenuGenericButtons.ButtonLabelFont.Font = prevfont
LUI.MenuGenericButtons.ButtonLabelFont.Height = prevheight
local label = button:getFirstDescendentById("text_label")
label:setText(Engine.ToUpperCase(languages[i].name))
end
LUI.Options.InitScrollingList(menu.list, nil, {
rows = 11
})
menu:AddBackButton()
return menu
end)
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-- rus/pol patches
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
local res = weaponinfodef(...)
CoD.Language.Russian = rus
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
local res = setupinfobox(...)
CoD.Language.Russian = rus
return res
end
end
LUI.UIButtonText.IsOffsetedLanguage = function()
if Engine.IsRightToLeftLanguage() then
return true
elseif Engine.IsAsianLanguage() then
return true
else
return false
end
end
local lang = Engine.GetCurrentLanguage()
if (lang == 5 or lang == 6 or lang == 17) then
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