137 lines
4.0 KiB
Lua
137 lines
4.0 KiB
Lua
game:addlocalizedstring("MENU_english", "English")
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game:addlocalizedstring("MENU_french", "Français")
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game:addlocalizedstring("MENU_german", "Deutsch")
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game:addlocalizedstring("MENU_italian", "Italiano")
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game:addlocalizedstring("MENU_spanish", "Español")
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game:addlocalizedstring("MENU_russian", "Pyccкий")
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game:addlocalizedstring("MENU_polish", "Polskie")
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game:addlocalizedstring("MENU_portuguese", "Português")
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game:addlocalizedstring("MENU_japanese_full", "日本")
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game:addlocalizedstring("MENU_japanese_partial", "日本 (Partial)")
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game:addlocalizedstring("MENU_traditional_chinese", "中国人")
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game:addlocalizedstring("MENU_simplified_chinese", "简体中文")
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game:addlocalizedstring("MENU_arabic", "عربى")
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game:addlocalizedstring("MENU_czech", "Czech") -- ??
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game:addlocalizedstring("MENU_spanishna", "Español (2)") -- ??
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game:addlocalizedstring("MENU_korean", "한국어")
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game:addlocalizedstring("MENU_english_safe", "English (Safe)")
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game:addlocalizedstring("MENU_russian_partial", "Pyccкий (Partial)")
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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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local factory = LUI.UIGenericButton.ButtonLabelFactory
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local overrideyoffset = nil
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LUI.UIGenericButton.ButtonLabelFactory = function(data, ...)
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if (overrideyoffset) then
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data.yOffset = overrideyoffset
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overrideyoffset = nil
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end
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return factory(data, ...)
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end
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local languages = {
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"english",
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"french",
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"german",
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"italian",
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"spanish",
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"russian",
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"polish",
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"portuguese",
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"japanese_full",
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"japanese_partial",
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"traditional_chinese",
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"simplified_chinese",
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"arabic",
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"czech",
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"spanishna",
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"korean",
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"english_safe",
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"russian_partial",
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}
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local function usingspeciallanguage()
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local id = Engine.GetCurrentLanguage() + 1
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local lang = languages[id] or "english"
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local normalfontlangs = {
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["english"] = true,
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["french"] = true,
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["german"] = true,
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["italian"] = true,
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["spanish"] = true,
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["portuguese"] = true,
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["spanishna"] = true,
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["english_safe"] = true,
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}
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return normalfontlangs[lang] ~= true
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end
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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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menu_width = 300,
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uppercase_title = true
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})
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local languages = Engine.GetSupportedLanguages()
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for i = 1, #languages do
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local prevfont = LUI.MenuGenericButtons.ButtonLabelFont.Font
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local prevheight = LUI.MenuGenericButtons.ButtonLabelFont.Height
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local id = languages[i].id
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if (not usingspeciallanguage()) then
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if (id == 5 or (id >= 8 and id < 12) or id == 17) then
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LUI.MenuGenericButtons.ButtonLabelFont.Font = RegisterFont("fonts/noto_sans_sc.otf", 30)
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overrideyoffset = 0
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LUI.MenuGenericButtons.ButtonLabelFont.Height = 24
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elseif (id == 12) then
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LUI.MenuGenericButtons.ButtonLabelFont.Font = RegisterFont("fonts/noto_sans_arabic.ttf", 30)
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LUI.MenuGenericButtons.ButtonLabelFont.Height = 28
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overrideyoffset = 0
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elseif (id == 15) then
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LUI.MenuGenericButtons.ButtonLabelFont.Font = RegisterFont("fonts/noto_sans_kr.otf", 30)
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LUI.MenuGenericButtons.ButtonLabelFont.Height = 24
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overrideyoffset = 0
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end
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end
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local button = menu:AddButton("", function()
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if (languages[i].id == Engine.GetCurrentLanguage()) then
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LUI.FlowManager.RequestLeaveMenu(nil, "choose_language_menu")
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return
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end
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LUI.FlowManager.RequestAddMenu(nil, "choose_language_confirm_popup", false, nil, true, {
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language = languages[i].id
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})
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end)
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overrideyoffset = nil
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LUI.MenuGenericButtons.ButtonLabelFont.Font = prevfont
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LUI.MenuGenericButtons.ButtonLabelFont.Height = prevheight
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local label = button:getFirstDescendentById("text_label")
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label:setText(Engine.ToUpperCase(languages[i].name))
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end
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LUI.Options.InitScrollingList(menu.list, nil, {
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rows = 11
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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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