Localization concept added
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11
scripts/LocalizationManager.gd
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11
scripts/LocalizationManager.gd
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@@ -0,0 +1,11 @@
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extends Node
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func _ready():
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# Set default locale if not already set
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if TranslationServer.get_locale() == "":
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TranslationServer.set_locale("en")
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func change_language(locale: String):
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TranslationServer.set_locale(locale)
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# Signal to update UI elements
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get_tree().call_group("localizable", "update_text")
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1
scripts/LocalizationManager.gd.uid
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1
scripts/LocalizationManager.gd.uid
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@@ -0,0 +1 @@
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uid://bedt5lbt48out
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@@ -4,9 +4,13 @@ signal any_key_pressed
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func _ready():
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print("PressAnyKeyScreen ready")
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update_text()
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func _input(event):
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if event.is_action_pressed("any_key") or event is InputEventScreenTouch:
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print("Any key pressed: ", event)
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any_key_pressed.emit()
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get_viewport().set_input_as_handled()
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func update_text():
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$PressKeyContainer/PressKeyLabel.text = tr("press_ok_continue")
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@@ -5,6 +5,9 @@ const SETTINGS_FILE = "user://settings.cfg"
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# prod `user://`=`%APPDATA%\Skelly\`
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var settings = {
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}
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var default_settings = {
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"master_volume": 0.50,
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"music_volume": 0.40,
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"sfx_volume": 0.50,
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@@ -21,11 +24,14 @@ func _ready():
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func load_settings():
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var config = ConfigFile.new()
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if config.load(SETTINGS_FILE) == OK:
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for key in settings.keys():
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settings[key] = config.get_value("settings", key, settings[key])
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for key in default_settings.keys():
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settings[key] = config.get_value("settings", key, default_settings[key])
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print("Settings loaded: ", settings)
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else:
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print("No settings file found, using defaults")
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print("Language is set to: ", settings["language"])
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TranslationServer.set_locale(settings["language"])
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# TODO: Apply values for volume control
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func save_settings():
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var config = ConfigFile.new()
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@@ -23,6 +23,7 @@ func _ready():
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# Setup language selector from JSON data
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setup_language_selector()
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update_text()
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func _on_master_volume_changed(value: float):
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@@ -70,3 +71,13 @@ func _on_language_selector_item_selected(index: int):
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var selected_lang = language_codes[index]
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SettingsManager.set_setting("language", selected_lang)
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print("Language changed to: ", selected_lang)
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LocalizationManager.change_language(selected_lang)
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func update_text():
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# Update all the label texts when language changes
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$SettingsContainer/SettingsTitle.text = tr("settings_title")
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$SettingsContainer/MasterVolumeContainer/MasterVolume.text = tr("master_volume")
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$SettingsContainer/MusicVolumeContainer/MusicVolume.text = tr("music_volume")
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$SettingsContainer/SFXVolumeContainer/SFXVolume.text = tr("sfx_volume")
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$SettingsContainer/LanguageContainer/LanguageLabel.text = tr("language")
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$BackButtonContainer/BackButton.text = tr("back")
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