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Does CE support multi language trainers

 
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johnkittz
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PostPosted: Tue Nov 22, 2016 2:18 am    Post subject: Does CE support multi language trainers Reply with quote

I've always wondered if it's possible to put a buttons on a CE trainer to translate back and fourth from two or three different languages

If this is possible, then could you show me how?

If this isn't possible, could it be in future updates ?

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PostPosted: Tue Nov 22, 2016 3:44 am    Post subject: Reply with quote

I think, it should be possible. One, crude way, would be to use multiple forms and just set up each language under a different form, and just add a button to navigate between them or a button for each language selection.
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Dark Byte
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PostPosted: Tue Nov 22, 2016 6:57 am    Post subject: Reply with quote

at launchtime perhaps (using the same way ce does it) but actively switch betweem them, no. (ce can't do that either)

just store your strings in a lua table and adjust the strings on the fly

e. g
Code:
 
trans={}
trans['nl'] ={}
trans['nl']['hello'] ='hallo'
trans['nl']['Press 1 for godmode']='Druk op 1 voor onsterfelijkheid'

....
lang='nl'
...
form.welcome.caption=trans[lang]['hello']
form.cheat1.caption=trans[lang]['Press 1 for godmode']
...


and to make your code cleaner you could put the original english strings in a single variable
e. g strHi='hello' and then use strHi everywhere

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PostPosted: Tue Nov 22, 2016 1:56 pm    Post subject: Reply with quote

Dark Byte-
Is it possible to do with multiple forms? I am not really sure, to be honest, as I have not tried doing anything like that before. I am just wondering how well this would work the way that you have suggested since I assumed that those different translations/strings would need a dynamic interface to accommodate the different space requirements while still looking good etc..

I'm mostly curious about how the forms work since I'd like to know if creating additional 'pages' is possible for a CE trainer, in the event that the feature list is too long - as an effort to preserve space.

Thanks.
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Dark Byte
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PostPosted: Tue Nov 22, 2016 2:15 pm    Post subject: Reply with quote

if you want to deal with changing sizes then i recommend using anchors. e. g tell it that a button has to be a specific size away from a label
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PostPosted: Tue Nov 22, 2016 2:27 pm    Post subject: Reply with quote

Does this work the same for the main, window border...I mean, can the main interface be dynamically adjustable in the same fashion? Thanks, again.
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PostPosted: Tue Nov 22, 2016 2:37 pm    Post subject: This post has 1 review(s) Reply with quote

I prefer to use the OnShow of the form to adjust the size of the form to the new layout, but sometimes just setting a form to autosize will adjust it to the new sizes as well. (you may want to toggle it on and off in the onshow to prevent some bugs)

But just play with the anchor editor. (rightclick components and tell them how they should look.
E.g in the center of the control on the left, or below it, etc.... Then when the control on the left changes size, the position of your control changes as well

This is also important if you want to make DPI aware gui's for lua scripts.
For trainers it's no issue as I've disabled dpiaware for those, but lua extensions should not use hardcoded height, width, left, or right (easy way to test, just set your ce fontsize to 19 or something)

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PostPosted: Tue Nov 22, 2016 3:17 pm    Post subject: Reply with quote

Thanks, Dark Byte. I don't want to derail this topic, but I'm curious about other things now. I'll have to do some digging to see what can be done with the trainer generator, as my LUA skills are null.
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PostPosted: Tue Nov 22, 2016 3:20 pm    Post subject: Reply with quote

Or nil, as is the case with Lua. Razz
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PostPosted: Tue Nov 22, 2016 3:27 pm    Post subject: Reply with quote

Told you. Very Happy
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