mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-31 15:39:49 +00:00
086c6c5b9c
Welp, I just found out that Godot's font resources have fallback options. Better late than never, I guess.
82 lines
2.8 KiB
GDScript
82 lines
2.8 KiB
GDScript
extends Node
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const LANGUAGES_DICT := {
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"en_US": ["English", "English"],
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"cs_CZ": ["Czech", "Czech"],
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"de_DE": ["Deutsch", "German"],
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"el_GR": ["Ελληνικά", "Greek"],
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"eo": ["Esperanto", "Esperanto"],
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"es_ES": ["Español", "Spanish"],
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"fr_FR": ["Français", "French"],
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"id_ID": ["Indonesian", "Indonesian"],
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"it_IT": ["Italiano", "Italian"],
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"lv_LV": ["Latvian", "Latvian"],
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"pl_PL": ["Polski", "Polish"],
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"pt_BR": ["Português Brasileiro", "Brazilian Portuguese"],
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"ru_RU": ["Русский", "Russian"],
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"zh_CN": ["简体中文", "Chinese Simplified"],
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"zh_TW": ["繁體中文", "Chinese Traditional"],
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"nb_NO": ["Norsk Bokmål", "Norwegian Bokmål"],
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"hu_HU": ["Magyar", "Hungarian"],
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"ro_RO": ["Română", "Romanian"],
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"ko_KR": ["한국어", "Korean"],
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"tr_TR": ["Türkçe", "Turkish"],
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"ja_JP": ["日本語", "Japanese"],
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"uk_UA": ["Українська", "Ukrainian"],
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}
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var loaded_locales: Array
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func _ready() -> void:
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loaded_locales = TranslationServer.get_loaded_locales()
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# Make sure locales are always sorted, in the same order
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loaded_locales.sort()
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var button_group: ButtonGroup = get_child(0).group
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# Create radiobuttons for each language
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for locale in loaded_locales:
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if !locale in LANGUAGES_DICT:
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continue
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var button := CheckBox.new()
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button.text = LANGUAGES_DICT[locale][0] + " [%s]" % [locale]
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button.name = LANGUAGES_DICT[locale][1]
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button.hint_tooltip = LANGUAGES_DICT[locale][1]
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button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
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button.group = button_group
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add_child(button)
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# Load language
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if Global.config_cache.has_section_key("preferences", "locale"):
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var saved_locale: String = Global.config_cache.get_value("preferences", "locale")
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TranslationServer.set_locale(saved_locale)
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# Set the language option menu's default selected option to the loaded locale
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var locale_index: int = loaded_locales.find(saved_locale)
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get_child(0).pressed = false # Unset System Language option in preferences
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get_child(locale_index + 1).pressed = true
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else: # If the user doesn't have a language preference, set it to their OS' locale
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TranslationServer.set_locale(OS.get_locale())
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for child in get_children():
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if child is Button:
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child.connect("pressed", self, "_on_Language_pressed", [child.get_index()])
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child.hint_tooltip = child.name
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func _on_Language_pressed(index: int) -> void:
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get_child(index).pressed = true
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if index == 0:
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TranslationServer.set_locale(OS.get_locale())
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else:
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TranslationServer.set_locale(loaded_locales[index - 1])
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Global.config_cache.set_value("preferences", "locale", TranslationServer.get_locale())
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Global.config_cache.save("user://cache.ini")
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# Update Translations
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Global.update_hint_tooltips()
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Global.preferences_dialog.list.clear()
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Global.preferences_dialog.add_tabs(true)
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