private void _on_OptionButton_item_selected(int index)
    {
        string lang = (string)languages[index];

        GD.Print("Select: " + index);
        TranslationServer.SetLocale(lang);
    }
Exemple #2
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    public void _on_locale_chosen(int langI)
    {
        string locale = (string)((TranslationServer.GetLoadedLocales())[langI]);

        TranslationServer.SetLocale(locale);
        updateComments();
        EmitSignal("comments_changed");
    }
Exemple #3
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    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());
        }
    }
Exemple #4
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    /// <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);
    }
Exemple #5
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    /// <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();
    }
Exemple #6
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 public static void SetLocale(string localeKey)
 {
     TranslationServer.SetLocale(localeKey);
 }
Exemple #7
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 public void SetLanguage(string language)
 {
     Settings.Language = language;
     TranslationServer.SetLocale(language);
     EmitSignal("ReTranslate");
 }
Exemple #8
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 public BundleHandler(String locale)
 {
     TranslationServer.SetLocale(locale);
 }
Exemple #9
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 public static void SetLocale(string locale) => TranslationServer.SetLocale(locale);