214 lines
6.3 KiB
Lua
214 lines
6.3 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", "Русский")
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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")
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game:addlocalizedstring("MENU_japanese_partial", "日本語(一部)")
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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 (Parcial)") -- text only (English dubbing)
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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", "Русский (Только текст)") -- text only (English dubbing)
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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 arabicfont = RegisterFont("fonts/arabic.ttf", 30)
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local koreanfont = RegisterFont("fonts/korean.ttf", 30)
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local polrusfont = RegisterFont("polrus/fonts/default.otf", 30)
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local japanesefont = RegisterFont("fonts/japanese.ttf", 30)
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local chinesefont = RegisterFont("fonts/chinese.ttf", 30)
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local function setchinesefont(lang)
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if (lang ~= CoD.Language.Traditional_chinese and lang ~= CoD.Language.Simplified_chinese) then
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return
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end
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LUI.MenuGenericButtons.ButtonLabelFont.Font = chinesefont
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LUI.MenuGenericButtons.ButtonLabelFont.Height = 22
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overrideyoffset = 1
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end
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local function setjapanesefont(lang)
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if (lang ~= CoD.Language.Japanese_full and lang ~= CoD.Language.Japanese_partial) then
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return
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end
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LUI.MenuGenericButtons.ButtonLabelFont.Font = japanesefont
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LUI.MenuGenericButtons.ButtonLabelFont.Height = 18
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overrideyoffset = 1
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end
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local function setkoreanfont(lang)
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if (lang ~= CoD.Language.Korean) then
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return
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end
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LUI.MenuGenericButtons.ButtonLabelFont.Font = koreanfont
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LUI.MenuGenericButtons.ButtonLabelFont.Height = 25
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overrideyoffset = 1
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end
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local function setarabicfont(lang)
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if (lang ~= CoD.Language.Arabic) then
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return
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end
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LUI.MenuGenericButtons.ButtonLabelFont.Font = arabicfont
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LUI.MenuGenericButtons.ButtonLabelFont.Height = 28
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overrideyoffset = 0
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end
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local function setpolrusfont(lang)
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if (lang ~= CoD.Language.Russian and lang ~= CoD.Language.Russian_partial and lang ~= CoD.Language.Polish) then
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return
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end
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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)
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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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local lang = Engine.GetCurrentLanguage()
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if (lang == CoD.Language.Traditional_chinese or lang == CoD.Language.Simplified_chinese) then
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setjapanesefont(id)
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setkoreanfont(id)
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setarabicfont(id)
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elseif (lang == CoD.Language.Japanese_full or lang == CoD.Language.Japanese_partial) then
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setchinesefont(id)
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setkoreanfont(id)
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setarabicfont(id)
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elseif (lang ~= CoD.Language.Arabic and lang ~= CoD.Language.Korean) then
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setpolrusfont(id)
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setchinesefont(id)
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setjapanesefont(id)
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setkoreanfont(id)
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setarabicfont(id)
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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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-- rus/pol patches
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if (not Engine.InFrontend()) then
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local weaponinfodef = LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"]
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LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"] = function(...)
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local rus = CoD.Language.Russian
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CoD.Language.Russian = 1337
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local res = weaponinfodef(...)
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CoD.Language.Russian = rus
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return res
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end
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else
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local levelselectmenu = LUI.sp_menus.LevelSelectMenu
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local setupinfobox = levelselectmenu.SetupInfoBoxLeftForArcadeMode
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levelselectmenu.SetupInfoBoxLeftForArcadeMode = function(...)
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local rus = CoD.Language.Russian
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CoD.Language.Russian = 1337
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local res = setupinfobox(...)
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CoD.Language.Russian = rus
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return res
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end
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end
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LUI.UIButtonText.IsOffsetedLanguage = function()
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if Engine.IsRightToLeftLanguage() then
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return true
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elseif Engine.IsAsianLanguage() then
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return true
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else
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return false
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end
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end
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local lang = Engine.GetCurrentLanguage()
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if (lang == 5 or lang == 6 or lang == 17) then
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local scale = function (size)
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return size * 720 / 1080
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end
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CoD.TextSettings.SP_HudAmmoStatusText = {
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Font = RegisterFont("fonts/bank.ttf", 16),
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Height = 16
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}
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CoD.TextSettings.SP_HudAmmoCounterFont = {
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Font = RegisterFont("fonts/bank.ttf", 34),
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Height = 34
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}
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CoD.TextSettings.HudAmmoCounterFont = {
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Font = RegisterFont("fonts/bank.ttf", 105),
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Height = 64
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}
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CoD.TextSettings.H2TitleFont = {
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Font = RegisterFont("fonts/bank.ttf", 56),
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Height = scale(56)
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}
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end |