Urho3D/bin/Data/LuaScripts/40_Localization.lua
Arnis Lielturks d4cf8a9f05
localization JSON file now supports simple key-value structure (#2359)
* localization JSON file now supports simple key-value structure

* docs updated, code refactoring

* minor fix

* AngelScript integration fixed
2019-02-16 14:42:01 +02:00

181 lines
6.2 KiB
Lua

-- Localization example.
-- This sample demonstrates:
-- - Loading a collection of strings from JSON-files
-- - Creating text elements that automatically translates itself by changing the language
-- - The manually reaction to change language
require "LuaScripts/Utilities/Sample"
function Start()
-- Execute the common startup for samples
SampleStart()
-- Enable and center OS cursor
input.mouseVisible = true
input:CenterMousePosition()
-- Load strings from JSON files and subscribe to the change language event
InitLocalizationSystem()
-- Init the 3D space
CreateScene()
-- Init the user interface
CreateGUI()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE)
end
function InitLocalizationSystem()
-- JSON files must be in UTF8 encoding without BOM
-- The first found language will be set as current
localization:LoadJSONFile("StringsEnRu.json")
-- You can load multiple files
localization:LoadJSONFile("StringsDe.json")
localization:LoadJSONFile("StringsLv.json", "lv")
-- Hook up to the change language
SubscribeToEvent("ChangeLanguage", "HandleChangeLanguage")
end
function CreateGUI()
ui.root.defaultStyle = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
local window = Window:new()
ui.root:AddChild(window)
window:SetMinSize(384, 192)
window:SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6))
window:SetAlignment(HA_CENTER, VA_CENTER)
window:SetStyleAuto()
local windowTitle = Text:new()
windowTitle.name = "WindowTitle"
windowTitle:SetStyleAuto()
window:AddChild(windowTitle)
-- In this place the current language is "en" because it was found first when loading the JSON files
local langName = localization.language
-- Languages are numbered in the loading order
local langIndex = localization.languageIndex -- == 0 at the beginning
-- Get string with identifier "title" in the current language
local localizedString = localization:Get("title")
-- Localization:Get returns String.EMPTY if the id is empty.
-- Localization:Get returns the id if translation is not found and will be added a warning into the log.
windowTitle.text = localizedString .. " (" .. langIndex .. " " .. langName .. ")"
local b = Button:new()
window:AddChild(b)
b:SetStyle("Button")
b.minHeight = 24
local t = b:CreateChild("Text", "ButtonTextChangeLang")
-- The showing text value will automatically change when language is changed
t.autoLocalizable = true
-- The text value used as a string identifier in this mode.
-- Remember that a letter case of the id and of the lang name is important.
t.text = "Press this button"
t:SetAlignment(HA_CENTER, VA_CENTER)
t:SetStyle("Text")
SubscribeToEvent(b, "Released", "HandleChangeLangButtonPressed")
b = Button:new()
window:AddChild(b)
b:SetStyle("Button")
b.minHeight = 24
t = b:CreateChild("Text", "ButtonTextQuit")
t:SetAlignment(HA_CENTER, VA_CENTER)
t:SetStyle("Text")
-- Manually set text in the current language
t.text = localization:Get("quit")
SubscribeToEvent(b, "Released", "HandleQuitButtonPressed")
end
function CreateScene()
scene_ = Scene:new()
scene_:CreateComponent("Octree")
local zone = scene_:CreateComponent("Zone")
zone.boundingBox = BoundingBox:new(-1000.0, 1000.0)
zone.ambientColor = Color:new(0.5, 0.5, 0.5)
zone.fogColor = Color:new(0.4, 0.5, 0.8)
zone.fogStart = 1.0
zone.fogEnd = 100.0
local planeNode = scene_:CreateChild("Plane")
planeNode.scale = Vector3:new(300.0, 1.0, 300.0)
local planeObject = planeNode:CreateComponent("StaticModel")
planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
local lightNode = scene_:CreateChild("DirectionalLight")
lightNode.direction = Vector3:new(0.6, -1.0, 0.8)
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_DIRECTIONAL
light.color = Color:new(0.8, 0.8, 0.8)
cameraNode = scene_:CreateChild("Camera")
cameraNode:CreateComponent("Camera")
cameraNode.position = Vector3:new(0.0, 10.0, -30.0)
local text3DNode = scene_:CreateChild("Text3D")
text3DNode.position = Vector3:new(0.0, 0.1, 30.0)
text3DNode:SetScale(15)
local text3D = text3DNode:CreateComponent("Text3D")
-- Manually set text in the current language.
text3D.text = localization:Get("lang")
text3D:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 30)
text3D.color = Color.BLACK
text3D:SetAlignment(HA_CENTER, VA_BOTTOM)
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
SubscribeToEvent("Update", "HandleUpdate")
end
function HandleUpdate(eventType, eventData)
local timeStep = eventData["TimeStep"]:GetFloat()
local MOUSE_SENSITIVITY = 0.1
local mouseMove = input.mouseMove
yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
pitch = Clamp(pitch, -90.0, 90.0)
cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
end
function HandleChangeLangButtonPressed(eventType, eventData)
-- Languages are numbered in the loading order
local lang = localization.languageIndex
lang = lang + 1
if lang >= localization.numLanguages then
lang = 0
end
localization:SetLanguage(lang)
end
function HandleQuitButtonPressed(eventType, eventData)
engine:Exit()
end
-- You can manually change texts, sprites and other aspects of the game when language is changed
function HandleChangeLanguage(eventType, eventData)
local windowTitle = ui.root:GetChild("WindowTitle", true)
windowTitle.text = localization:Get("title") .. " (" ..
localization.languageIndex .. " " ..
localization.language .. ")"
local buttonText = ui.root:GetChild("ButtonTextQuit", true)
buttonText.text = localization:Get("quit")
local text3D = scene_:GetChild("Text3D"):GetComponent("Text3D")
text3D.text = localization:Get("lang")
-- A text on the button "Press this button" changes automatically
end