Select language menu

This commit is contained in:
Federico Cecchetto 2022-07-14 03:23:56 +02:00
parent 87426b7c25
commit f1563dc0e6
11 changed files with 251 additions and 0 deletions

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data/fonts/noto_sans_kr.otf Normal file

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data/fonts/noto_sans_sc.otf Normal file

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@ -1,3 +1,7 @@
if (Engine.InFrontend()) then
require("language")
end
game:addlocalizedstring("MENU_GENERAL", "GENERAL")
game:addlocalizedstring("MENU_GENERAL_DESC", "Set the client's settings.")
game:addlocalizedstring("LUA_MENU_AUTO_UPDATE", "Automatic updates")

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@ -0,0 +1,136 @@
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")
game:addlocalizedstring("MENU_russian", "Pyccкий")
game:addlocalizedstring("MENU_polish", "Polskie")
game:addlocalizedstring("MENU_portuguese", "Português")
game:addlocalizedstring("MENU_japanese_full", "日本")
game:addlocalizedstring("MENU_japanese_partial", "日本 (Partial)")
game:addlocalizedstring("MENU_traditional_chinese", "中国人")
game:addlocalizedstring("MENU_simplified_chinese", "简体中文")
game:addlocalizedstring("MENU_arabic", "عربى")
game:addlocalizedstring("MENU_czech", "Czech") -- ??
game:addlocalizedstring("MENU_spanishna", "Español (2)") -- ??
game:addlocalizedstring("MENU_korean", "한국어")
game:addlocalizedstring("MENU_english_safe", "English (Safe)")
game:addlocalizedstring("MENU_russian_partial", "Pyccкий (Partial)")
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
local languages = {
"english",
"french",
"german",
"italian",
"spanish",
"russian",
"polish",
"portuguese",
"japanese_full",
"japanese_partial",
"traditional_chinese",
"simplified_chinese",
"arabic",
"czech",
"spanishna",
"korean",
"english_safe",
"russian_partial",
}
local function usingspeciallanguage()
local id = Engine.GetCurrentLanguage() + 1
local lang = languages[id] or "english"
local normalfontlangs = {
["english"] = true,
["french"] = true,
["german"] = true,
["italian"] = true,
["spanish"] = true,
["portuguese"] = true,
["spanishna"] = true,
["english_safe"] = true,
}
return normalfontlangs[lang] ~= true
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 = 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
if (not usingspeciallanguage()) then
if (id == 5 or (id >= 8 and id < 12) or id == 17) then
LUI.MenuGenericButtons.ButtonLabelFont.Font = RegisterFont("fonts/noto_sans_sc.otf", 30)
overrideyoffset = 0
LUI.MenuGenericButtons.ButtonLabelFont.Height = 24
elseif (id == 12) then
LUI.MenuGenericButtons.ButtonLabelFont.Font = RegisterFont("fonts/noto_sans_arabic.ttf", 30)
LUI.MenuGenericButtons.ButtonLabelFont.Height = 28
overrideyoffset = 0
elseif (id == 15) then
LUI.MenuGenericButtons.ButtonLabelFont.Font = RegisterFont("fonts/noto_sans_kr.otf", 30)
LUI.MenuGenericButtons.ButtonLabelFont.Height = 24
overrideyoffset = 0
end
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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@ -4,6 +4,7 @@
#include "fonts.hpp"
#include "console.hpp"
#include "filesystem.hpp"
#include "command.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
@ -205,6 +206,26 @@ namespace fonts
utils::hook::jump(0x14037B390, utils::hook::assemble(get_hud_elem_info_stub), true);
utils::hook::inject(0x1404C17A6, hudelem_fonts);
utils::hook::set(0x1404C17B7, 13); // 13 hud elem fonts
command::add("dumpFont", [](const command::params& params)
{
if (params.size() < 2)
{
return;
}
const auto name = params.get(1);
const auto ttf = game::DB_FindXAssetHeader(game::XAssetType::ASSET_TYPE_TTF, name, false).ttf;
if (ttf == nullptr)
{
console::error("Font does not exist\n");
return;
}
const auto path = utils::string::va("dumps/%s", ttf->name);
utils::io::write_file(path, std::string(ttf->buffer, ttf->len), false);
console::info("Dumped to %s", path);
});
}
};
}

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@ -0,0 +1,59 @@
#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include "language.hpp"
#include "localized_strings.hpp"
#include <utils/hook.hpp>
#include <utils/io.hpp>
#define LANGUAGE_FILE "players2/default/language"
namespace language
{
namespace
{
const char* get_loc_language_string()
{
if (!utils::io::file_exists(LANGUAGE_FILE))
{
return nullptr;
}
static char language[0x200] = {0};
const auto data = utils::io::read_file(LANGUAGE_FILE);
strcpy_s(language, data.data());
return language;
}
}
void set(const std::string& lang)
{
utils::io::write_file(LANGUAGE_FILE, lang, false);
}
void set_from_index(const int index)
{
if (index < 0 || index > 17)
{
return;
}
const auto language = game::languages[index];
set(language.name);
}
class component final : public component_interface
{
public:
void post_unpack() override
{
utils::hook::call(0x14060AFFB, get_loc_language_string);
}
};
}
REGISTER_COMPONENT(language::component)

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@ -0,0 +1,7 @@
#pragma once
namespace language
{
void set(const std::string& language);
void set_from_index(const int index);
}

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@ -14,6 +14,7 @@
#include "mods.hpp"
#include "updater.hpp"
#include "console.hpp"
#include "language.hpp"
#include "game/ui_scripting/execution.hpp"
#include "game/scripting/execution.hpp"
@ -260,6 +261,17 @@ namespace ui_scripting
localized_strings::override(string, value);
};
game_type["setlanguage"] = [](const game&, const std::string& language)
{
language::set(language);
};
lua["Engine"]["SetLanguage"] = [](const int index)
{
language::set_from_index(index);
updater::relaunch();
};
using player = table;
auto player_type = player();
lua["player"] = player_type;

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@ -1194,6 +1194,16 @@ namespace game
_OVERLAPPED overlapped;
};
struct language_values
{
const char* name;
const char* shortname;
const char* prefix1;
const char* prefix2;
const char* prefix3;
char __pad0[0x8];
};
namespace hks
{
struct lua_State;

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@ -207,6 +207,8 @@ namespace game
WEAK symbol<map_t> maps{0x14097EE90};
WEAK symbol<language_values> languages{0x140BF9740};
namespace hks
{
WEAK symbol<lua_State*> lua_state{0x1419D83E8};