Esempio n. 1
0
void NWN2Engine::init() {
	LoadProgress progress(21);

	progress.step("Declare languages");
	declareLanguages();

	if (evaluateLanguage(true, _language))
		status("Setting the language to %s", LangMan.getLanguageName(_language).c_str());
	else
		warning("Failed to detect this game's language");

	LangMan.setCurrentLanguage(_language);

	progress.step("Loading user game config");
	initConfig();

	initResources(progress);
	if (EventMan.quitRequested())
		return;

	progress.step("Loading game cursors");
	initCursors();
	if (EventMan.quitRequested())
		return;

	progress.step("Initializing internal game config");
	initGameConfig();

	progress.step("Successfully initialized the engine");
}
Esempio n. 2
0
bool NWN2Engine::changeLanguage() {
	Aurora::Language language;
	if (!evaluateLanguage(false, language) || (_language != language))
		return false;

	return true;
}
Esempio n. 3
0
void WitcherEngine::init() {
	LoadProgress progress(15);

	progress.step("Declare languages");
	declareLanguages();

	if (evaluateLanguage(true, _languageText, _languageVoice))
		status("Setting the language to %s text + %s voices",
				LangMan.getLanguageName(_languageText).c_str(),
				LangMan.getLanguageName(_languageVoice).c_str());
	else
		throw Common::Exception("Failed to detect this game's language");

	progress.step("Loading user game config");
	initConfig();

	initResources(progress);
	if (EventMan.quitRequested())
		return;

	progress.step("Loading game cursors");
	initCursors();
	if (EventMan.quitRequested())
		return;

	progress.step("Initializing internal game config");
	initGameConfig();

	progress.step("Initializing Lua subsystem");
	initLua();

	progress.step("Successfully initialized the engine");
}
Esempio n. 4
0
bool WitcherEngine::changeLanguage() {
	Aurora::Language languageText, languageVoice;
	if (!evaluateLanguage(false, languageText, languageVoice))
		return false;

	if ((_languageText == languageText) && (_languageVoice == languageVoice))
		return true;

	try {

		loadLanguageFiles(languageText, languageVoice);

		if (_game)
			_game->refreshLocalized();

		_languageText  = languageText;
		_languageVoice = languageVoice;

	} catch (...) {

		// Roll back
		loadLanguageFiles(_languageText, _languageVoice);
		return false;

	}

	return true;
}
Esempio n. 5
0
void SonicEngine::init() {
	// Force to the screen size of the Nintendo DS (2 screens of 256x192)
	WindowMan.setWindowSize(kScreenWidth, 2 * kScreenHeight);

	LoadProgress progress(8);

	progress.step("Declare languages");
	declareLanguages();

	if (evaluateLanguage(true, _language))
		status("Setting the language to %s", LangMan.getLanguageName(_language).c_str());
	else
		warning("Failed to detect this game's language");

	progress.step("Loading user game config");
	initConfig();

	initResources(progress);
	if (EventMan.quitRequested())
		return;

	progress.step("Initializing internal game config");
	initGameConfig();

	progress.step("Successfully initialized the engine");
}
Esempio n. 6
0
bool SonicEngine::changeLanguage() {
	Aurora::Language language;
	if (!evaluateLanguage(false, language))
		return false;

	if (_language == language)
		return true;

	try {

		loadLanguageFiles(language);
		_language = language;

	} catch (...) {

		// Roll back
		loadLanguageFiles(_language);
		return false;

	}

	return true;
}