Working on translations for dialogs and cutscenes
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@@ -1,5 +1,6 @@
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#include "MenuManager.h"
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#include "Game.h"
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#include "Localization.h"
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#include "render/TextRenderer.h"
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#include "utils/Utils.h"
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#include <iostream>
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@@ -412,10 +413,10 @@ namespace ZL {
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});
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uiManager.setTextButtonCallback("languageRussianButton", [this](const std::string&) {
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ZL::g_currentLanguage = ZL::Language::Russian;
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});
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uiManager.setTextButtonCallback("languageEnglishButton", [this](const std::string&) {
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ZL::g_currentLanguage = ZL::Language::English;
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});
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}
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@@ -1821,6 +1822,7 @@ namespace ZL {
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root["musicEnabled"] = audioPlayer_.isMusicEnabled();
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root["soundEnabled"] = audioPlayer_.isSoundEnabled();
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root["fullscreen"] = Environment::isFullscreen;
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root["language"] = ZL::languageToCode(ZL::g_currentLanguage);
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std::ofstream file("settings.json");
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if (file.is_open()) {
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@@ -1835,6 +1837,11 @@ namespace ZL {
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// directly in the right fullscreen state (see WIN32 main() in main.cpp) to avoid
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// a windowed -> fullscreen flash. The block below just keeps Environment::isFullscreen
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// in sync in case this is ever called from a path that didn't pre-apply it.
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// Language is loaded separately, even earlier (see ZL::loadLanguageSetting()
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// callers), because some location scripts start a dialogue as soon as they're
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// loaded, before this function ever runs.
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ZL::loadLanguageSetting();
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const std::string content = ZL::readTextFile("settings.json");
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if (content.empty()) return;
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try {
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