private void _on_OptionButton_item_selected(int index) { string lang = (string)languages[index]; GD.Print("Select: " + index); TranslationServer.SetLocale(lang); }
public void _on_locale_chosen(int langI) { string locale = (string)((TranslationServer.GetLoadedLocales())[langI]); TranslationServer.SetLocale(locale); updateComments(); EmitSignal("comments_changed"); }
public void updateBundle(string locale) { TranslationServer.SetLocale(locale); // update buttons for (var i = 0; i < Interface.ButtonGroup.Count; i++) { var button = Interface.ButtonGroup[i]; button.Text = Tr(button.Name.ToUpper()); } // update labels for (var i = 0; i < Interface.LabelGroup.Count; i++) { var label = Interface.LabelGroup[i]; label.Text = Tr(label.Name.ToUpper()); } }
/// <summary> /// Applies current language settings to any applicable engine systems. /// </summary> public void ApplyLanguageSettings() { string language = SelectedLanguage.Value; CultureInfo cultureInfo; // Process locale info in case it isn't exactly right if (string.IsNullOrEmpty(language)) { language = DefaultLanguage; cultureInfo = DefaultCulture; } else { cultureInfo = GetCultureInfo(language); } CultureInfo.CurrentCulture = cultureInfo; CultureInfo.CurrentUICulture = cultureInfo; // Set locale for the game. Called after C# locale change so that string // formattings could also get updated properly. TranslationServer.SetLocale(language); }
/// <summary> /// Applies current language settings to any applicable engine systems. /// </summary> public void ApplyLanguageSettings() { string language = SelectedLanguage.Value; CultureInfo cultureInfo; // Process locale info in case it isn't exactly right if (string.IsNullOrEmpty(language)) { language = DefaultLanguage; cultureInfo = DefaultCulture; } else { cultureInfo = GetCultureInfo(language); } // Set locale for the game. TranslationServer.SetLocale(language); CultureInfo.CurrentCulture = cultureInfo; CultureInfo.CurrentUICulture = cultureInfo; SimulationParameters.Instance.ApplyTranslations(); }
public static void SetLocale(string localeKey) { TranslationServer.SetLocale(localeKey); }
public void SetLanguage(string language) { Settings.Language = language; TranslationServer.SetLocale(language); EmitSignal("ReTranslate"); }
public BundleHandler(String locale) { TranslationServer.SetLocale(locale); }
public static void SetLocale(string locale) => TranslationServer.SetLocale(locale);