Add "English sprites" setting

It'll start working in the next commit... See the description there.

(This commit does not add the new strings to the language files, since
Terry now added them separately in his own branch)
This commit is contained in:
Dav999
2023-10-02 02:44:13 +02:00
committed by Misa Elizabeth Kai
parent 92f9940464
commit 8ef000554d
5 changed files with 35 additions and 0 deletions

View File

@@ -4637,6 +4637,11 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, struct ScreenSett
loc::lang_set = help.Int(pText);
}
if (SDL_strcmp(pKey, "english_sprites") == 0)
{
loc::english_sprites = help.Int(pText);
}
if (SDL_strcmp(pKey, "new_level_font") == 0)
{
loc::new_level_font = std::string(pText);
@@ -4902,6 +4907,7 @@ void Game::serializesettings(tinyxml2::XMLElement* dataNode, const struct Screen
xml::update_tag(dataNode, "lang", loc::lang.c_str());
xml::update_tag(dataNode, "lang_set", (int) loc::lang_set);
xml::update_tag(dataNode, "english_sprites", (int) loc::english_sprites);
xml::update_tag(dataNode, "new_level_font", loc::new_level_font.c_str());
xml::update_tag(dataNode, "roomname_translator", (int) roomname_translator::enabled);
}
@@ -6514,6 +6520,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
option(loc::gettext("interact button"));
option(loc::gettext("fake load screen"));
option(loc::gettext("toggle in-game timer"));
option(loc::gettext("english sprites"));
option(loc::gettext("return"));
menuyoff = 0;
maxspacing = 15;