Система Flash UI/Локализация UI

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CryENGINE comes with a localization system that allows text localization for the UI. The [SDKDOC3:Localization] System is documented within the Asset Creation Manual.
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В CryENGINE встроена система локализации, которая позволяет локализировать текст UI. Система [[Локализация|локализации]] документирована в руководстве по созданию ресурсов.
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Besides string localization it is also possible to use different font and glyph sets for each language.
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Кроме того, строки локализации могут использовать различные шрифты и наборы глифов для каждого языка.
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== Basic folder structure ==
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== Базовая структура каталогов ==
{| class="crytable"
{| class="crytable"
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! Folder !! Description
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! Папка !! Описание
|-
|-
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| Game\Libs\UI\*.gfx || Flash assets
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| Game\Libs\UI\*.gfx || Flash-ассеты
|-
|-
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| Game\Localized\<language>.pak\Libs\UI\gfxfontlib.gfx || Font lib for each language
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| Game\Localized\<язык>.pak\Libs\UI\gfxfontlib.gfx || Библиотека шрифта для каждого языка
|-
|-
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| Game\Localized\<language>.pak\Libs\UI\gfxfontlib_glyphs.gfx || Glyph set for each language
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| width="350px" | Game\Localized\<язык>.pak\Libs\UI\gfxfontlib_glyphs.gfx || Набор глифов для каждого языка
|-
|-
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| Game\Localized\<language>.pak\Languages\*.xml || Translation tables
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| Game\Localized\<язык>.pak\Languages\*.xml || Таблицы перевода
|}
|}
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== String Localization ==
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== Строки локализации ==
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UI string translations are stored in xml excel sheets. It simply stores labels (keys) and translation.
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Строки локализации UI хранятся в электронной XML-таблице Microsoft Office Excel. Она просто хранит метки (ключи) и перевод.
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== Translation table ==
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== Таблица перевода ==
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The UI translation tables are located under: {{Game\Languages.xml}}. The system loads all xml files in this folder on start-up or on language change.
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Таблица перевода UI are located under: <tt>Game\Languages.xml</tt>. The system loads all xml files in this folder on start-up or on language change.
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Translation tables for each language must be stored under: {{Game\Localized\<Language>.pak\Languages.xml}}.
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Translation tables for each language must be stored under: <tt>Game\Localized\<Language>.pak\Languages.xml</tt>.
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For UI translation the tables must have a column *"KEY"*, *"ORIGINAL TEXT"* and *"TRANSLATED TEXT"*.
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For UI translation the tables must have a column '''"KEY"''', '''"ORIGINAL TEXT"''' and '''"TRANSLATED TEXT"'''.
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!translation.png!
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[[Файлы:Translation.png]]
== Pass localized string at runtime ==
== Pass localized string at runtime ==
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A label is also translated if it is passed as string to a dynamic textfield via {{Code\FlowGraph\LUA}}.
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A label is also translated if it is passed as string to a dynamic textfield via <tt>Code\FlowGraph\LUA</tt>.
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{code:title=uielements.xml} <UIElement name="MyElement">
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{{Код|заголовок=UIElements.xml|блок=<source lang="xml"><UIElement name="MyElement">
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<GFx file=" MyElement.gfx" layer="2" alpha="1" >
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  <GFx file=" MyElement.gfx" layer="2" alpha="1" >
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<Constraints>
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    <Constraints>
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<Align mode="fullscreen" />
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      <Align mode="fullscreen" />
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</Constraints>
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    </Constraints>
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</GFx>
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  </GFx>
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<variables>
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  <variables>
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<variable name=" MyTextbox " varname="_root.TextLayer.TextBox.text"/>
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    <variable name=" MyTextbox " varname="_root.TextLayer.TextBox.text"/>
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</variables>
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  </variables>
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</UIElement>
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</UIElement></source>}}
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{code}
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{code:title=cpp}IFlashUIPtr pFlashUI = GetIFlashUIPtr();
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{{Код|заголовок=C++|блок=<source lang="CPP">IFlashUIPtr pFlashUI = GetIFlashUIPtr();
If (pFlashUI)
If (pFlashUI)
{
{
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IUIElement* pElement = pFlashUI->GetUIElement(“MyElement”);
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  IUIElement* pElement = pFlashUI->GetUIElement(“MyElement”);
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If (pElement)
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  If (pElement)
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pUIElement->SetVariable(“MyTextbox”, SUIArguments(“@somelabel”));
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      pUIElement->SetVariable(“MyTextbox”, SUIArguments(“@somelabel”));
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}
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}</source>}}
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{code}
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== Fontlibs and glyph sets ==
== Fontlibs and glyph sets ==
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* gfxfontlib_glyphs.gfx - Glyph set.
* gfxfontlib_glyphs.gfx - Glyph set.
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The *gfxfontlib.gfx* defines all your fonts that are used in your UI.
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The '''gfxfontlib.gfx''' defines all your fonts that are used in your UI.
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Since exported fonts in flash always hold every glyph for the chosen font it is necessary to create a *gfxfontlib_glyphs.gfx* file that allows embedding only the glyphs you want.
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Since exported fonts in flash always hold every glyph for the chosen font it is necessary to create a '''gfxfontlib_glyphs.gfx''' file that allows embedding only the glyphs you want.
=== Setup gfxfontlib_glyphs.gfx ===
=== Setup gfxfontlib_glyphs.gfx ===
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This file holds every glyph for every font that is used in the UI.
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This file holds every glyph for every font that is used in the UI.<br />
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Create a new flash file and name it *gfxfontlib_glyphs.fla*.
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Create a new flash file and name it '''gfxfontlib_glyphs.fla'''.<br />
Create Dynamic Textboxes on the stage for each font and font-style and embed the needed characters.
Create Dynamic Textboxes on the stage for each font and font-style and embed the needed characters.
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!glyph_file_1.png!
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[[Файл:glyph_file_1.png]]
Create an empty dummy MovieClip and mark it for “Export for runtime sharing”.
Create an empty dummy MovieClip and mark it for “Export for runtime sharing”.
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!glyph_file_2.png!
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[[Файл:glyph_file_2.png]]
Export the gfxfontlib_glyphs.swf file with the following command:
Export the gfxfontlib_glyphs.swf file with the following command:
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{code}gfxexport.exe -c -i DDS -share_images -rescale hi gfxfontlib_glyphs.swf
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<code>gfxexport.exe -c -i DDS -share_images -rescale hi gfxfontlib_glyphs.swf</code>
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{code}
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=== Setup gfxfontlib.gfx ===
=== Setup gfxfontlib.gfx ===
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This file defines all fonts and font-styles for the UI.
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This file defines all fonts and font-styles for the UI.<br />
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Create a new flash file and name it gfxfontlib.fla. Create new font symbols for each font and font-style in the library (*Right-Click -> New font*)
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Create a new flash file and name it gfxfontlib.fla. Create new font symbols for each font and font-style in the library ('''Right-Click -> New font''').<br />
Choose font and style, give it a name and mark “Export for runtime sharing”
Choose font and style, give it a name and mark “Export for runtime sharing”
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!fontlib_1.png!
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[[Файл:fontlib_1.png]]
Create an empty MovieClip and mark it as “import for runtime sharing” (or just copy and paste the dummy MovieClip from the gfxfontlib_glyphs.fla). This step is necessary to create a dependency to the glyph file.
Create an empty MovieClip and mark it as “import for runtime sharing” (or just copy and paste the dummy MovieClip from the gfxfontlib_glyphs.fla). This step is necessary to create a dependency to the glyph file.
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!fontlib_2.png!
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[[Файл:fontlib_2.png]]
Export the gfxfontlib.swf file with the following command:
Export the gfxfontlib.swf file with the following command:
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{code}gfxexport.exe -c -i DDS -share_images -rescale hi -strip_font_shapes gfxfontlib.swf
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<code>gfxexport.exe -c -i DDS -share_images -rescale hi -strip_font_shapes gfxfontlib.swf</code>
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{code}
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=== Import fonts to any flash asset ===
=== Import fonts to any flash asset ===
Finally you need to import the exported fonts from gfxfontlib.gfx to your flash assets. You can just copy and paste them.
Finally you need to import the exported fonts from gfxfontlib.gfx to your flash assets. You can just copy and paste them.
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!flash_asset1.png!
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[[Файл:flash_asset1.png]]
Export your flash assets with the following command:
Export your flash assets with the following command:
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{code}gfxexport.exe -c -i DDS -share_images -rescale hi -strip_font_shapes *.swf
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<code>gfxexport.exe -c -i DDS -share_images -rescale hi -strip_font_shapes *.swf</code>
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{code}
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To use the fonts on your textboxes just choose them in the font dropdown list.
To use the fonts on your textboxes just choose them in the font dropdown list.
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!flash_asset2.png!
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[[Файл:flash_asset2.png]]
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{info:title=Note}If you use translation labels for static textboxes you have to make them dynamic! Otherwise the translation doesn't work.{info}
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{{Примечание|If you use translation labels for static textboxes you have to make them dynamic! Otherwise the translation doesn't work.}}
== Different font libraries and glyph sets for different languages ==
== Different font libraries and glyph sets for different languages ==
Just create *gfxfontlib.gfx* and *gfxfontlib_glyphs.gfx* files for each language and place them under:
Just create *gfxfontlib.gfx* and *gfxfontlib_glyphs.gfx* files for each language and place them under:
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{{Game\Localized\<language>.pak\Libs\UI}}
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<tt>Game\Localized\<language>.pak\Libs\UI</tt>
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{info:title=Note}You have to reload the UI elements after switching to a different language.{info}
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{{Примечание|You have to reload the UI elements after switching to a different language.}}

Версия 17:31, 9 марта 2012

В CryENGINE встроена система локализации, которая позволяет локализировать текст UI. Система локализации документирована в руководстве по созданию ресурсов.

Кроме того, строки локализации могут использовать различные шрифты и наборы глифов для каждого языка.

Содержание

Базовая структура каталогов

Папка Описание
Game\Libs\UI\*.gfx Flash-ассеты
Game\Localized\<язык>.pak\Libs\UI\gfxfontlib.gfx Библиотека шрифта для каждого языка
Game\Localized\<язык>.pak\Libs\UI\gfxfontlib_glyphs.gfx Набор глифов для каждого языка
Game\Localized\<язык>.pak\Languages\*.xml Таблицы перевода

Строки локализации

Строки локализации UI хранятся в электронной XML-таблице Microsoft Office Excel. Она просто хранит метки (ключи) и перевод.

Таблица перевода

Таблица перевода UI are located under: Game\Languages.xml. The system loads all xml files in this folder on start-up or on language change. Translation tables for each language must be stored under: Game\Localized\<Language>.pak\Languages.xml. For UI translation the tables must have a column "KEY", "ORIGINAL TEXT" and "TRANSLATED TEXT".

Файлы:Translation.png

Pass localized string at runtime

A label is also translated if it is passed as string to a dynamic textfield via Code\FlowGraph\LUA.

UIElements.xml
<UIElement name="MyElement">
 
  <GFx file=" MyElement.gfx" layer="2" alpha="1" >
    <Constraints>
      <Align mode="fullscreen" />
    </Constraints>
  </GFx>
 
  <variables>
    <variable name=" MyTextbox " varname="_root.TextLayer.TextBox.text"/>
  </variables>
 
</UIElement>


C++
IFlashUIPtr pFlashUI = GetIFlashUIPtr();
If (pFlashUI)
{
   IUIElement* pElement = pFlashUI->GetUIElement(“MyElement”);
   If (pElement)
      pUIElement->SetVariable(“MyTextbox”, SUIArguments(“@somelabel”));
}


Fontlibs and glyph sets

It is recommended to use *one* font library and glyph set for all flash assets. One reason is to save memory since you don’t want to embed every font in every flash file. This technique also allows embedding different glyph sets for different languages.

It also makes sure that your corporate design is consistent over all UI assets and changes are even easier since it is only necessary to change two files to switch the font for the whole UI.

Setup gfxfontlib and gfxfontlib_glyphs =

There are two files that are needed:

  • gfxfontlib.gfx - Font library.
  • gfxfontlib_glyphs.gfx - Glyph set.

The gfxfontlib.gfx defines all your fonts that are used in your UI.

Since exported fonts in flash always hold every glyph for the chosen font it is necessary to create a gfxfontlib_glyphs.gfx file that allows embedding only the glyphs you want.

Setup gfxfontlib_glyphs.gfx

This file holds every glyph for every font that is used in the UI.
Create a new flash file and name it gfxfontlib_glyphs.fla.
Create Dynamic Textboxes on the stage for each font and font-style and embed the needed characters.

Файл:Glyph file 1.png

Create an empty dummy MovieClip and mark it for “Export for runtime sharing”.

Файл:Glyph file 2.png

Export the gfxfontlib_glyphs.swf file with the following command:

gfxexport.exe -c -i DDS -share_images -rescale hi gfxfontlib_glyphs.swf

Setup gfxfontlib.gfx

This file defines all fonts and font-styles for the UI.
Create a new flash file and name it gfxfontlib.fla. Create new font symbols for each font and font-style in the library (Right-Click -> New font).
Choose font and style, give it a name and mark “Export for runtime sharing”

Файл:Fontlib 1.png

Create an empty MovieClip and mark it as “import for runtime sharing” (or just copy and paste the dummy MovieClip from the gfxfontlib_glyphs.fla). This step is necessary to create a dependency to the glyph file.

Файл:Fontlib 2.png

Export the gfxfontlib.swf file with the following command:

gfxexport.exe -c -i DDS -share_images -rescale hi -strip_font_shapes gfxfontlib.swf

Import fonts to any flash asset

Finally you need to import the exported fonts from gfxfontlib.gfx to your flash assets. You can just copy and paste them.

Файл:Flash asset1.png

Export your flash assets with the following command:

gfxexport.exe -c -i DDS -share_images -rescale hi -strip_font_shapes *.swf

To use the fonts on your textboxes just choose them in the font dropdown list.

Файл:Flash asset2.png

Примечание:
If you use translation labels for static textboxes you have to make them dynamic! Otherwise the translation doesn't work.

Different font libraries and glyph sets for different languages

Just create *gfxfontlib.gfx* and *gfxfontlib_glyphs.gfx* files for each language and place them under: Game\Localized\<language>.pak\Libs\UI

Примечание:
You have to reload the UI elements after switching to a different language.