44 lines
1.5 KiB
GDScript
44 lines
1.5 KiB
GDScript
extends Control
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$window_dialog/margin_container/v_box_container/option_button.clear()
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var id = 0
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var selected = -1
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var near_selected = -1
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var current_locale = TranslationServer.get_locale()
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var root_language = current_locale.split('_')[0]
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for key in TranslationServer.get_loaded_locales():
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if key == TranslationServer.get_locale():
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selected = id
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else:
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var tmp = key.split("_")
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# print("tmp:" + tmp[0])
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if tmp[0] == root_language:
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if tmp.size() == 1:
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near_selected = id
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elif near_selected == -1:
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near_selected = id
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$window_dialog/margin_container/v_box_container/option_button.add_item(TranslationServer.get_locale_name(key) + " [" + key + "]", id)
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id += 1
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if selected == -1 and near_selected != -1:
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selected = near_selected
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if selected == -1:
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# Your language not exist, create it just for the form
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var key = TranslationServer.get_locale()
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$window_dialog/margin_container/v_box_container/option_button.add_item(TranslationServer.get_locale_name(key) + " (" + key + " !)", id)
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selected = id
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$window_dialog/margin_container/v_box_container/option_button.select(selected)
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func _on_option_button_item_selected(index):
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for key in TranslationServer.get_loaded_locales():
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if index == $window_dialog/margin_container/v_box_container/option_button.get_selected():
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TranslationServer.set_locale(key)
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return
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func _on_button_pressed():
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$window_dialog.hide()
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