Fonts/localizations: refinements

* Use font replacements from csv
* Add 'Apply built-in fonts' button for languages with fallback fonts
* Arabic localization: Workaround for forced RTL text conversion
* Czech localization: Fixes
* Russian Partial localization: Fix Y offset in built-in fonts
This commit is contained in:
Vlad Loktionov
2023-02-24 05:52:55 +03:00
parent 3dee271fb2
commit 72eda99c65
27 changed files with 239 additions and 124 deletions

View File

@ -10,129 +10,169 @@ 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")
game:addlocalizedstring("MENU_simplified_chinese", "简体中文")
game:addlocalizedstring("MENU_arabic", "العربية")
game:addlocalizedstring("MENU_czech", "České")
game:addlocalizedstring("MENU_arabic", "ةيبرعلا")
game:addlocalizedstring("MENU_czech", "Čeština") -- text only (English dubbing)
game:addlocalizedstring("MENU_spanishna", "Español (América Latina)") -- text only (English dubbing)
game:addlocalizedstring("MENU_korean", "한국어")
game:addlocalizedstring("MENU_english_safe", "English (Safe)")
game:addlocalizedstring("MENU_russian_partial", "Русский (Англ. озвучка)") -- text only (English dubbing)
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
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 universalfont = RegisterFont("fallback/fonts/default.otf", 30)
local universalfont = RegisterFont("fonts/mix.ttf", 30)
local function setuniversalfont(lang)
LUI.MenuGenericButtons.ButtonLabelFont.Font = universalfont
LUI.MenuGenericButtons.ButtonLabelFont.Font = universalfont
end
local function togglecustomfonts()
LUI.FlowManager.RequestAddMenu(nil, "generic_yesno_popup", false, nil, true, {
popup_title = Engine.Localize("@MENU_CCS_RESTART_CONFIRMATION_TITLE"),
message_text = Engine.Localize("@MENU_HDR_REBOOT_DESC"),
yes_action = function()
config.set("disable_custom_fonts", not config.get("disable_custom_fonts"))
updater.relaunch()
end
})
end
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 = 240,
uppercase_title = true
})
local menu = LUI.MenuTemplate.new(a1, {
menu_title = "@LUA_MENU_CHOOSE_LANGUAGE",
menu_list_divider_top_offset = -(LUI.H1MenuTab.tabChangeHoldingElementHeight + H1MenuDims.spacing),
menu_width = 240,
uppercase_title = true
})
local languages = Engine.GetSupportedLanguages()
local originalfont = LUI.MenuGenericButtons.ButtonLabelFont.Font
local languages = Engine.GetSupportedLanguages()
local originalfont = LUI.MenuGenericButtons.ButtonLabelFont.Font
for i = 1, #languages do
local id = languages[i].id
for i = 1, #languages do
local id = languages[i].id
local lang = Engine.GetCurrentLanguage()
local lang = Engine.GetCurrentLanguage()
setuniversalfont(id)
local button = menu:AddButton("", function()
LUI.FlowManager.RequestAddMenu(nil, "choose_language_confirm_popup", false, nil, true, {
language = languages[i].id
})
end, languages[i].id == Engine.GetCurrentLanguage(), true, nil, {
desc_text = Engine.Localize("LOCALE_" .. (languages[i].id))
})
if language.isasian or not language.isnonlatin() or not config.get("disable_custom_fonts") then
setuniversalfont(id)
end
local label = button:getFirstDescendentById("text_label")
label:setText(Engine.ToUpperCase(languages[i].name))
end
local button = menu:AddButton("", function()
LUI.FlowManager.RequestAddMenu(nil, "choose_language_confirm_popup", false, nil, true, {
language = languages[i].id
})
end, languages[i].id == lang, true, nil, {
desc_text = Engine.Localize("LOCALE_" .. (languages[i].id))
})
LUI.MenuGenericButtons.ButtonLabelFont.Font = originalfont
local label = button:getFirstDescendentById("text_label")
label:setText(Engine.ToUpperCase(languages[i].name))
end
LUI.Options.InitScrollingList(menu.list, nil, {
rows = 10
})
LUI.MenuGenericButtons.ButtonLabelFont.Font = originalfont
LUI.Options.AddOptionTextInfo(menu)
menu:AddBackButton()
LUI.Options.InitScrollingList(menu.list, nil, {
rows = 10
})
return menu
LUI.Options.AddOptionTextInfo(menu)
if language.isnonlatin() and config.get("language") ~= "czech" then
if (config.get("disable_custom_fonts")) then
menu:AddHelp({
name = "add_button_helper_text",
button_ref = "button_alt2",
helper_text = Engine.Localize("@LUA_MENU_FALLBACK_ENABLE"),
side = "right",
clickable = true
}, togglecustomfonts)
else
menu:AddHelp({
name = "add_button_helper_text",
button_ref = "button_alt2",
helper_text = Engine.Localize("@LUA_MENU_FALLBACK_DISABLE"),
side = "right",
clickable = true
}, togglecustomfonts)
end
end
menu:AddBackButton()
return menu
end)
-- global patch
LUI.UIButtonText.IsOffsetedLanguage = function()
return false
-- rup patch
if config.get("language") == "russian_partial" and config.get("disable_custom_fonts") then
LUI.UIButtonText.IsOffsetedLanguage = function()
return true
end
end
-- pol/rus patch
if not (config.get("disable_custom_fonts")) then
-- global patch
LUI.UIButtonText.IsOffsetedLanguage = function()
return false
end
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 pol = CoD.Language.Polish
CoD.Language.Polish = 1338
local res = weaponinfodef(...)
CoD.Language.Russian = rus
CoD.Language.Polish = pol
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 pol = CoD.Language.Polish
CoD.Language.Polish = 1338
local res = setupinfobox(...)
CoD.Language.Russian = rus
CoD.Language.Polish = pol
return res
end
end
-- ara/ces/pol/rus patch
local lang = Engine.GetCurrentLanguage()
if (lang == 5 or lang == 6 or lang == 12 or lang == 13 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)
}
-- pol/rus patch
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 pol = CoD.Language.Polish
CoD.Language.Polish = 1338
local res = weaponinfodef(...)
CoD.Language.Russian = rus
CoD.Language.Polish = pol
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 pol = CoD.Language.Polish
CoD.Language.Polish = 1338
local res = setupinfobox(...)
CoD.Language.Russian = rus
CoD.Language.Polish = pol
return res
end
end
-- ara/pol/rus patch
if language.ispolrus() or language.isarabic() then
local scale = function(size)
return size * 720 / 1080
end
CoD.TextSettings.SP_HudAmmoStatusText = {
Font = RegisterFont("fonts/mix_gothic.ttf", 16),
Height = 16
}
CoD.TextSettings.SP_HudAmmoCounterFont = {
Font = RegisterFont("fonts/mix_gothic.ttf", 34),
Height = 34
}
CoD.TextSettings.HudAmmoCounterFont = {
Font = RegisterFont("fonts/mix_gothic.ttf", 105),
Height = 64
}
CoD.TextSettings.H2TitleFont = {
Font = RegisterFont("fonts/mix_gothic.ttf", 56),
Height = scale(56)
}
end
end