khanat-client/scenes/interfaces/options/option_language.gd

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1.5 KiB
GDScript3
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extends Control
# Called when the node enters the scene tree for the first time.
func _ready():
$window_dialog/margin_container/v_box_container/option_button.clear()
var id = 0
var selected = -1
var near_selected = -1
var current_locale = TranslationServer.get_locale()
var root_language = current_locale.split('_')[0]
for key in TranslationServer.get_loaded_locales():
if key == TranslationServer.get_locale():
selected = id
else:
var tmp = key.split("_")
# print("tmp:" + tmp[0])
if tmp[0] == root_language:
if tmp.size() == 1:
near_selected = id
elif near_selected == -1:
near_selected = id
$window_dialog/margin_container/v_box_container/option_button.add_item(TranslationServer.get_locale_name(key) + " [" + key + "]", id)
id += 1
if selected == -1 and near_selected != -1:
selected = near_selected
if selected == -1:
# Your language not exist, create it just for the form
var key = TranslationServer.get_locale()
$window_dialog/margin_container/v_box_container/option_button.add_item(TranslationServer.get_locale_name(key) + " (" + key + " !)", id)
selected = id
$window_dialog/margin_container/v_box_container/option_button.select(selected)
func _on_option_button_item_selected(index):
for key in TranslationServer.get_loaded_locales():
if index == $window_dialog/margin_container/v_box_container/option_button.get_selected():
TranslationServer.set_locale(key)
return
func _on_button_pressed():
$window_dialog.hide()