0.6.0.39 - Minor updates (#783)
- The default font for most languages (when a skin doesn't include a font for that language) has been set to Noto Sans JP - The font size for the Offset text on the Calibration screen can now be adjusted - Fixed the user rename screen being off-center for resolutions other than 1920x1080 - Lua security update
This commit is contained in:
parent
a028f6997a
commit
e489de89a5
@ -16,6 +16,10 @@ public class CInputKeyboard : CInputButtonsBase, IInputDevice, IDisposable {
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}
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private void KeyDown(IKeyboard keyboard, Key key, int keyCode) {
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#if DEBUG
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if (IMGUI_WindowIsFocused) return;
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#endif
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var keyNum = DeviceConstantConverter.DIKtoKey(key);
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if ((int)keyNum >= this.ButtonStates.Length || keyNum == SlimDXKeys.Key.Unknown) return;
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@ -23,6 +27,9 @@ public class CInputKeyboard : CInputButtonsBase, IInputDevice, IDisposable {
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}
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private void KeyUp(IKeyboard keyboard, Key key, int keyCode) {
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#if DEBUG
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if (IMGUI_WindowIsFocused) return;
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#endif
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var keyNum = DeviceConstantConverter.DIKtoKey(key);
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if ((int)keyNum >= this.ButtonStates.Length || keyNum == SlimDXKeys.Key.Unknown) return;
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@ -32,4 +39,6 @@ public class CInputKeyboard : CInputButtonsBase, IInputDevice, IDisposable {
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private void KeyChar(IKeyboard keyboard, char ch) {
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}
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public bool IMGUI_WindowIsFocused = false;
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}
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@ -1,12 +1,12 @@
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{
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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"Language": "Deutsch (German)",
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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"Language": "Deutsch (German)",
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"Version": "0.6.0.0",
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"Entries": {
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@ -613,10 +613,10 @@
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"MOD_FUN_AVALANCHE": "Lawine",
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"MOD_FUN_MINESWEEPER": "Minesweeper"
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},
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "TASTE NICHT GEFUNDEN: {0}",
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "Arial",
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"BoxFontName": "font.ttf"
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "TASTE NICHT GEFUNDEN: {0}",
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "../font.ttf",
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"BoxFontName": "../font.ttf"
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}
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@ -1,13 +1,13 @@
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{
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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"Language": "English",
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"Version": "0.6.0.0",
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"Version": "0.6.0.0",
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"Entries": {
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// Common
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@ -613,10 +613,10 @@
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"MOD_FUN_AVALANCHE": "Avalanche",
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"MOD_FUN_MINESWEEPER": "Minesweeper"
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},
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "KEY NOT FOUND: {0}",
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "Arial",
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"BoxFontName": "font.ttf"
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "KEY NOT FOUND: {0}",
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "../font.ttf",
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"BoxFontName": "../font.ttf"
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}
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@ -1,13 +1,13 @@
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{
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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"Language": "Español (Spanish)",
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"Version": "0.6.0.0",
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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"Language": "Español (Spanish)",
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"Version": "0.6.0.0",
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"Entries": {
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// Common
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@ -616,10 +616,10 @@
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"MOD_FUN_AVALANCHE": "Avalancha",
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"MOD_FUN_MINESWEEPER": "Buscaminas"
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},
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "KEY NOT FOUND: {0}",
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "Arial",
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"BoxFontName": "font.ttf"
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "KEY NOT FOUND: {0}",
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "../font.ttf",
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"BoxFontName": "../font.ttf"
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}
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93
OpenTaiko/Lang/font_LICENSE.txt
Normal file
93
OpenTaiko/Lang/font_LICENSE.txt
Normal file
@ -0,0 +1,93 @@
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Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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@ -1,13 +1,13 @@
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{
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
|
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// The folder's name is used as the ID, which is used to identify which localized data to use.
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// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
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// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
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// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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"Language": "Français (French)",
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"Version": "0.6.0.0",
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
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// i.e. "日本語 (Japanese)"
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"Language": "Français (French)",
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"Version": "0.6.0.0",
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"Entries": {
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// Common
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@ -615,10 +615,10 @@
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"MOD_FUN_AVALANCHE": "Avalanche",
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"MOD_FUN_MINESWEEPER": "Démineur"
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},
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "KEY NOT FOUND: {0}",
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "Arial",
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"BoxFontName": "Arial"
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
|
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"InvalidKey": "KEY NOT FOUND: {0}",
|
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
|
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "../font.ttf",
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"BoxFontName": "../font.ttf"
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}
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|
@ -1,13 +1,13 @@
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{
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// The folder's name is used as the ID, which is used to identify which localized data to use.
|
||||
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
|
||||
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
|
||||
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
|
||||
// The folder's name is used as the ID, which is used to identify which localized data to use.
|
||||
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
|
||||
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
|
||||
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
|
||||
|
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// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
|
||||
// i.e. "日本語 (Japanese)"
|
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"Language": "日本語 (Japanese)",
|
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"Version": "0.6.0.0",
|
||||
// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
|
||||
// i.e. "日本語 (Japanese)"
|
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"Language": "日本語 (Japanese)",
|
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"Version": "0.6.0.0",
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"Entries": {
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// Common
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@ -615,10 +615,10 @@
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"MOD_FUN_AVALANCHE": "雪崩",
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"MOD_FUN_MINESWEEPER": "掃海"
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},
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
|
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"InvalidKey": "KEY NOT FOUND: {0}",
|
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
|
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// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
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"FontName": "NotoSansJP-Medium.ttf",
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"BoxFontName": "NotoSansJP-Regular.ttf"
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// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
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"InvalidKey": "KEY NOT FOUND: {0}",
|
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// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
|
||||
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
|
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"FontName": "../font.ttf",
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"BoxFontName": "NotoSansJP-Regular.ttf"
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}
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|
@ -1,13 +1,13 @@
|
||||
{
|
||||
// The folder's name is used as the ID, which is used to identify which localized data to use.
|
||||
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
|
||||
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
|
||||
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
|
||||
// The folder's name is used as the ID, which is used to identify which localized data to use.
|
||||
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
|
||||
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
|
||||
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
|
||||
|
||||
// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
|
||||
// i.e. "日本語 (Japanese)"
|
||||
"Language": "Nederlands (Dutch)",
|
||||
"Version": "0.6.0.0",
|
||||
// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
|
||||
// i.e. "日本語 (Japanese)"
|
||||
"Language": "Nederlands (Dutch)",
|
||||
"Version": "0.6.0.0",
|
||||
"Entries": {
|
||||
|
||||
// Common
|
||||
@ -613,10 +613,10 @@
|
||||
"MOD_FUN_AVALANCHE": "Lawine",
|
||||
"MOD_FUN_MINESWEEPER": "Minesweeper"
|
||||
},
|
||||
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
|
||||
"InvalidKey": "KEY NOT FOUND: {0}",
|
||||
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
|
||||
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
|
||||
"FontName": "Arial",
|
||||
"BoxFontName": "font.ttf"
|
||||
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
|
||||
"InvalidKey": "KEY NOT FOUND: {0}",
|
||||
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
|
||||
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
|
||||
"FontName": "../font.ttf",
|
||||
"BoxFontName": "../font.ttf"
|
||||
}
|
||||
|
@ -1,13 +1,13 @@
|
||||
{
|
||||
// The folder's name is used as the ID, which is used to identify which localized data to use.
|
||||
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
|
||||
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
|
||||
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
|
||||
// The folder's name is used as the ID, which is used to identify which localized data to use.
|
||||
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
|
||||
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
|
||||
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
|
||||
|
||||
// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
|
||||
// i.e. "日本語 (Japanese)"
|
||||
// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
|
||||
// i.e. "日本語 (Japanese)"
|
||||
"Language": "Русский (Russian)",
|
||||
"Version": "0.6.0.0",
|
||||
"Version": "0.6.0.0",
|
||||
"Entries": {
|
||||
|
||||
// Common
|
||||
@ -613,10 +613,10 @@
|
||||
"MOD_FUN_AVALANCHE": "Лавина",
|
||||
"MOD_FUN_MINESWEEPER": "Тральщик"
|
||||
},
|
||||
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
|
||||
"InvalidKey": "КЛЮЧ НЕ НАЙДЕН: {0}",
|
||||
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
|
||||
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
|
||||
"FontName": "Arial",
|
||||
"BoxFontName": "font.ttf"
|
||||
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
|
||||
"InvalidKey": "КЛЮЧ НЕ НАЙДЕН: {0}",
|
||||
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
|
||||
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
|
||||
"FontName": "../font.ttf",
|
||||
"BoxFontName": "../font.ttf"
|
||||
}
|
||||
|
@ -1506,6 +1506,10 @@ internal class CSkin : IDisposable {
|
||||
Config_KeyAssign_Move = int.Parse(strParam);
|
||||
break;
|
||||
}
|
||||
case nameof(Config_Calibration_Font_Scale): {
|
||||
Config_Calibration_Font_Scale = int.Parse(strParam);
|
||||
break;
|
||||
}
|
||||
case nameof(Config_Calibration_OffsetText): {
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++) {
|
||||
@ -7678,6 +7682,7 @@ internal class CSkin : IDisposable {
|
||||
public int[] Config_KeyAssign_Font = new int[] { 308, 64 };
|
||||
public int Config_KeyAssign_Move = 20;
|
||||
|
||||
public int Config_Calibration_Font_Scale = 30;
|
||||
public int[] Config_Calibration_OffsetText = new int[] { 300, 288 };
|
||||
public int[] Config_Calibration_InfoText = new int[] { 8, 550 };
|
||||
public Rectangle[] Config_Calibration_Highlights = new Rectangle[] {
|
||||
|
@ -11,7 +11,12 @@ namespace OpenTaiko;
|
||||
/*
|
||||
FOR DEBUGGING! This class is intended for developers only!
|
||||
*/
|
||||
public static class ImGuiDebugWindow {
|
||||
public static class ImGuiDebugWindow {
|
||||
#region Public for debugging
|
||||
public static bool DisableKeyboardInputs = false;
|
||||
public static string OverrideBGPreset = "";
|
||||
#endregion
|
||||
|
||||
private static bool showImGuiDemoWindow = false;
|
||||
private static Assembly assemblyinfo = Assembly.GetExecutingAssembly();
|
||||
|
||||
@ -44,6 +49,8 @@ public static class ImGuiDebugWindow {
|
||||
#region Debug Info
|
||||
ImGui.Checkbox("Show ImGui Demo Window", ref showImGuiDemoWindow);
|
||||
if (showImGuiDemoWindow) { ImGui.ShowDemoWindow(); }
|
||||
if (ImGui.Checkbox("Disable Keyboard Inputs to OpenTaiko", ref DisableKeyboardInputs))
|
||||
((CInputKeyboard)OpenTaiko.InputManager.Keyboard).IMGUI_WindowIsFocused = DisableKeyboardInputs;
|
||||
|
||||
ImGui.Separator();
|
||||
ImGui.Text($"Game Version: {OpenTaiko.VERSION}");
|
||||
@ -63,7 +70,7 @@ public static class ImGuiDebugWindow {
|
||||
#endregion
|
||||
|
||||
ImGui.EndTabBar();
|
||||
|
||||
|
||||
ImGui.End();
|
||||
}
|
||||
}
|
||||
@ -169,7 +176,7 @@ public static class ImGuiDebugWindow {
|
||||
ImGui.Text($"ID: {OpenTaiko.SaveFileInstances[save].data.SaveId}");
|
||||
ImGui.InputText("Name", ref OpenTaiko.SaveFileInstances[save].data.Name, 64);
|
||||
|
||||
if (ImGui.Button("Update")) {
|
||||
if (ImGui.Button("Update###UPDATE_PROFILE")) {
|
||||
OpenTaiko.SaveFileInstances[save].tApplyHeyaChanges();
|
||||
OpenTaiko.NamePlate.tNamePlateRefreshTitles(save);
|
||||
}
|
||||
@ -204,7 +211,7 @@ public static class ImGuiDebugWindow {
|
||||
|
||||
ImGui.InputInt("Title Type", ref OpenTaiko.SaveFileInstances[save].data.TitleType);
|
||||
|
||||
if (ImGui.Button("Update")) {
|
||||
if (ImGui.Button("Update###UPDATE_NAMEPLATE")) {
|
||||
OpenTaiko.SaveFileInstances[save].tApplyHeyaChanges();
|
||||
OpenTaiko.NamePlate.tNamePlateRefreshTitles(save);
|
||||
}
|
||||
@ -241,7 +248,7 @@ public static class ImGuiDebugWindow {
|
||||
ImGui.EndCombo();
|
||||
}
|
||||
|
||||
if (ImGui.Button("Update")) {
|
||||
if (ImGui.Button("Update###UPDATE_DAN")) {
|
||||
OpenTaiko.SaveFileInstances[save].tApplyHeyaChanges();
|
||||
OpenTaiko.NamePlate.tNamePlateRefreshTitles(save);
|
||||
}
|
||||
@ -264,6 +271,7 @@ public static class ImGuiDebugWindow {
|
||||
|
||||
switch (OpenTaiko.rCurrentStage.eStageID) {
|
||||
case CStage.EStage.SongSelect:
|
||||
case CStage.EStage.DanDojoSelect:
|
||||
System.Numerics.Vector4 normal = new System.Numerics.Vector4(1, 1, 1, 1);
|
||||
System.Numerics.Vector4 diff = new System.Numerics.Vector4(0.5f, 1, 0.5f, 1);
|
||||
|
||||
@ -273,6 +281,11 @@ public static class ImGuiDebugWindow {
|
||||
ImGui.TextColored(OpenTaiko.ConfigIni.bTokkunMode ? diff : normal,
|
||||
"Training Mode: " + OpenTaiko.ConfigIni.bTokkunMode);
|
||||
|
||||
ImGui.InputText("Set BG Preset", ref OverrideBGPreset, 1024);
|
||||
ImGui.Text("Type any preset name to override for the next selected song.\nLeave blank to disable this.");
|
||||
|
||||
ImGui.NewLine();
|
||||
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
|
||||
bool modifiedstats =
|
||||
|
@ -34,6 +34,10 @@ class HScenePreset {
|
||||
|
||||
bool sectionIsValid = _ps != null ? ((Dictionary<string, DBSkinPreset.SkinScene>)_ps).Count > 0 : false;
|
||||
|
||||
#if DEBUG
|
||||
if (!string.IsNullOrWhiteSpace(ImGuiDebugWindow.OverrideBGPreset))
|
||||
return ((Dictionary<string, DBSkinPreset.SkinScene>)_ps).TryGetValue(ImGuiDebugWindow.OverrideBGPreset, out var value) ? value : null;
|
||||
#endif
|
||||
var preset = (sectionIsValid
|
||||
&& OpenTaiko.stageSongSelect.rChoosenSong.strScenePreset != null
|
||||
&& ((Dictionary<string, DBSkinPreset.SkinScene>)_ps).ContainsKey(OpenTaiko.stageSongSelect.rChoosenSong.strScenePreset))
|
||||
|
@ -170,6 +170,7 @@ class CLuaScript : IDisposable {
|
||||
LuaScript = new Lua();
|
||||
LuaScript.LoadCLRPackage();
|
||||
LuaScript.State.Encoding = Encoding.UTF8;
|
||||
LuaSecurity.Secure(LuaScript);
|
||||
|
||||
try {
|
||||
LuaScript.DoFile($"{strDir}/Script.lua");
|
||||
|
28
OpenTaiko/src/Lua/LuaSecurity.cs
Normal file
28
OpenTaiko/src/Lua/LuaSecurity.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using NLua;
|
||||
|
||||
namespace OpenTaiko {
|
||||
public static class LuaSecurity {
|
||||
public static void Secure(Lua lua) {
|
||||
|
||||
lua.DoString(@"
|
||||
for k, _ in pairs(os) do
|
||||
if k ~= ""time"" then
|
||||
os[k] = nil
|
||||
end
|
||||
end
|
||||
for k, _ in pairs(io) do
|
||||
io[k] = nil
|
||||
end
|
||||
io = nil
|
||||
for k, _ in pairs(debug) do
|
||||
debug[k] = nil
|
||||
end
|
||||
debug = nil
|
||||
|
||||
while #package.searchers > 0 do
|
||||
table.remove(package.searchers);
|
||||
end
|
||||
");
|
||||
}
|
||||
}
|
||||
}
|
@ -8,7 +8,7 @@ internal class CActCalibrationMode : CActivity {
|
||||
|
||||
public override void Activate() {
|
||||
//hitSound = TJAPlayer3.SoundManager.tCreateSound($@"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + TJAPlayer3.Skin.hsHitSoundsInformations.don[0], ESoundGroup.SoundEffect);
|
||||
font = HPrivateFastFont.tInstantiateMainFont(30);
|
||||
font = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Config_Calibration_Font_Scale);
|
||||
base.Activate();
|
||||
}
|
||||
|
||||
|
@ -87,14 +87,16 @@ internal class CActSelectPopupMenu : CActivity {
|
||||
OpenTaiko.tDisposeSafely(ref prvFont);
|
||||
InitializePrvFont();
|
||||
|
||||
using (var bitmap = prvFont.DrawText(stqMenuTitle.cItem.str項目名, Color.White, Color.Black, null, 30)) {
|
||||
using (var bitmap = prvFont.DrawText(stqMenuTitle.cItem?.str項目名 ?? "", Color.White, Color.Black, null, 30)) {
|
||||
OpenTaiko.tDisposeSafely(ref stqMenuTitle.txName);
|
||||
stqMenuTitle.txName = OpenTaiko.tテクスチャの生成(bitmap, false);
|
||||
}
|
||||
for (int i = 0; i < lciMenuItems.Length; i++) {
|
||||
using (var bitmap = prvFont.DrawText(lciMenuItems[i].cItem.str項目名, Color.White, Color.Black, null, 30)) {
|
||||
OpenTaiko.tDisposeSafely(ref lciMenuItems[i].txName);
|
||||
lciMenuItems[i].txName = OpenTaiko.tテクスチャの生成(bitmap, false);
|
||||
if (lciMenuItems != null) {
|
||||
for (int i = 0; i < lciMenuItems.Length; i++) {
|
||||
using (var bitmap = prvFont.DrawText(lciMenuItems[i].cItem?.str項目名 ?? "", Color.White, Color.Black, null, 30)) {
|
||||
OpenTaiko.tDisposeSafely(ref lciMenuItems[i].txName);
|
||||
lciMenuItems[i].txName = OpenTaiko.tテクスチャの生成(bitmap, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -127,6 +127,7 @@ class ScriptBG : IDisposable {
|
||||
|
||||
LuaScript = new Lua();
|
||||
LuaScript.State.Encoding = Encoding.UTF8;
|
||||
LuaSecurity.Secure(LuaScript);
|
||||
|
||||
LuaScript["func"] = new ScriptBGFunc(Textures, Path.GetDirectoryName(filePath));
|
||||
|
||||
|
@ -465,8 +465,8 @@ class CStageHeya : CStage {
|
||||
CTexture text_tex = TitleTextureKey.ResolveTitleTexture(textInputTitle);
|
||||
CTexture text_info = TitleTextureKey.ResolveTitleTexture(textInputInfo);
|
||||
|
||||
text_info.t2D_DisplayImage_AnchorCenter(960, 540);
|
||||
text_tex.t2D_DisplayImage_AnchorCenter(960, 540 + text_info.szTextureSize.Height);
|
||||
text_info.t2D_DisplayImage_AnchorCenter(GameWindowSize.Width / 2, GameWindowSize.Height / 2);
|
||||
text_tex.t2D_DisplayImage_AnchorCenter(GameWindowSize.Width / 2, GameWindowSize.Height / 2 + text_info.szTextureSize.Height);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
Loading…
x
Reference in New Issue
Block a user