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KSP.UI.Language.Language Class Reference
Inheritance diagram for KSP.UI.Language.Language:

Classes

class  FontData
 

Public Member Functions

void ActivateAllFonts ()
 Will load all font assets (for use in settings screen) More...
 
void Awake ()
 
void DeactivateAllFonts ()
 Unloads all non-used font assets (for use on leaving settings screen) More...
 
string GetLanguage (bool translate=false)
 Returns the name of the language (defaults to untranslated More...
 
 Language ()
 
string LanguageName (string language, out Font newFont)
 Gets the translated name of the language, and the font to use (if any) More...
 
List< string > LoadedFonts ()
 Gets a list (string) of all catalogued fonts More...
 
List< string > LoadedLanguages ()
 Gets a List (string) of all loaded languages More...
 
void LoadLanguage (string path, bool localPath=true)
 Loads language from specified xml (path defaults to under GameData) More...
 
void LoadLanguages (bool clear=true)
 Loads all languages in the Localisation folder under GameData More...
 
string Save ()
 Placeholder for now, just returns the current language name. If we need to do more, we can. More...
 
void SaveLanguages ()
 Saves the current state of all loaded languages. More...
 
void SaveUntranslated ()
 Saves the list of found untranslated strings in all loaded languages. More...
 
bool SetLanguage (string langName)
 Sets the currently active language if it exists, else returns false. Does nothing if language name already = this. More...
 
string Translate (string input)
 Translates an input string (null safe). More...
 
string TranslateWithFormat (string baseString, params object[] args)
 Constructs a formatted translation of input and parameters (null safe) More...
 
void UpdateFont (Text text)
 Applies the language's font (if any) to the text object More...
 
void UpdateText (Text text)
 Applies translation and font to the text object. More...
 

Properties

static Language Instance [get]
 

Constructor & Destructor Documentation

KSP.UI.Language.Language.Language ( )
inline

Member Function Documentation

void KSP.UI.Language.Language.ActivateAllFonts ( )
inline

Will load all font assets (for use in settings screen)

< pull active font data

void KSP.UI.Language.Language.Awake ( )
inline
void KSP.UI.Language.Language.DeactivateAllFonts ( )
inline

Unloads all non-used font assets (for use on leaving settings screen)

< pull active font data

< first unload the font itself

string KSP.UI.Language.Language.GetLanguage ( bool  translate = false)
inline

Returns the name of the language (defaults to untranslated

Parameters
translate
Returns
string KSP.UI.Language.Language.LanguageName ( string  language,
out Font  newFont 
)
inline

Gets the translated name of the language, and the font to use (if any)

Parameters
language
newFontNull if language uses default font.
Returns
List<string> KSP.UI.Language.Language.LoadedFonts ( )
inline

Gets a list (string) of all catalogued fonts

Returns
List<string> KSP.UI.Language.Language.LoadedLanguages ( )
inline

Gets a List (string) of all loaded languages

Returns
void KSP.UI.Language.Language.LoadLanguage ( string  path,
bool  localPath = true 
)
inline

Loads language from specified xml (path defaults to under GameData)

Parameters
pathPath to xml file
localPathis path under GameData, or absolute?
void KSP.UI.Language.Language.LoadLanguages ( bool  clear = true)
inline

Loads all languages in the Localisation folder under GameData

Parameters
clearDo we clear the existing database first? (default true)
string KSP.UI.Language.Language.Save ( )
inline

Placeholder for now, just returns the current language name. If we need to do more, we can.

Returns
The language name
void KSP.UI.Language.Language.SaveLanguages ( )
inline

Saves the current state of all loaded languages.

void KSP.UI.Language.Language.SaveUntranslated ( )
inline

Saves the list of found untranslated strings in all loaded languages.

bool KSP.UI.Language.Language.SetLanguage ( string  langName)
inline

Sets the currently active language if it exists, else returns false. Does nothing if language name already = this.

Parameters
langNamethe name of the language to switch to
Returns
Did the switch succeed?

< if old font exists, destroy it (if not all loaded)

< get bundle for new font

< clear it as the new font data will hold the link

< failed to get a bundle so can't load font

string KSP.UI.Language.Language.Translate ( string  input)
inline

Translates an input string (null safe).

Parameters
inputthe string to translate
Returns
string KSP.UI.Language.Language.TranslateWithFormat ( string  baseString,
params object[]  args 
)
inline

Constructs a formatted translation of input and parameters (null safe)

Parameters
baseStringthe base string to translate
argsthe arguments to format
Returns
Translated constructed formatted string
void KSP.UI.Language.Language.UpdateFont ( Text  text)
inline

Applies the language's font (if any) to the text object

Parameters
text
void KSP.UI.Language.Language.UpdateText ( Text  text)
inline

Applies translation and font to the text object.

Parameters
text

Property Documentation

Language KSP.UI.Language.Language.Instance
staticget

The documentation for this class was generated from the following file: