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()