ML: Hot reload locale system

This commit is contained in:
rtw1x1
2026-01-05 18:55:18 +00:00
parent 3e126a8c36
commit c193b53625
4 changed files with 693 additions and 75 deletions

View File

@@ -17,6 +17,10 @@ import serverCommandParser
import ime
import uiScriptLocale
# Multi-language hot-reload system
from uilocaleselector import LocaleSelector
from uilocalechange import LocaleChangeManager
LOGIN_DELAY_SEC = 0.0
SKIP_LOGIN_PHASE = False
SKIP_LOGIN_PHASE_SUPPORT_CHANNEL = False
@@ -55,6 +59,13 @@ def GetLoginDelay():
app.SetGuildMarkPath("test")
###############################################################################
# Multi-Language Hot-Reload System
# All locale selector and hot-reload logic moved to:
# - uilocaleselector.py (UI component)
# - uilocalechange.py (hot-reload manager)
###############################################################################
class ConnectingDialog(ui.ScriptWindow):
def __init__(self):
@@ -144,11 +155,9 @@ class LoginWindow(ui.ScriptWindow):
self.virtualKeyboardIsUpper = False
self.timeOutMsg = False #Fix
self.language_list = []
self.flag_button_list = []
self.language_board = None
self.language_popup = None
self.__LoadLocale()
# Multi-language hot-reload system
self.localeSelector = None
self.localeChangeManager = LocaleChangeManager(self)
def __del__(self):
net.ClearPhaseWindow(net.PHASE_WINDOW_LOGIN, self)
@@ -276,10 +285,9 @@ class LoginWindow(ui.ScriptWindow):
self.connectingDialog = None
self.loadingImage = None
self.language_list = []
self.flag_button_list = []
self.language_board = None
self.language_popup = None
if self.localeSelector:
self.localeSelector.Destroy()
self.localeSelector = None
self.serverBoard = None
self.serverList = None
@@ -465,29 +473,11 @@ class LoginWindow(ui.ScriptWindow):
self.GetChild("key_at").SetToggleDownEvent(lambda : self.__VirtualKeyboard_SetSymbolMode())
self.GetChild("key_at").SetToggleUpEvent(lambda : self.__VirtualKeyboard_SetAlphabetMode())
self.language_board = ui.ThinBoard()
self.language_board.SetParent(self)
self.language_board.SetSize(wndMgr.GetScreenWidth(), 35)
self.language_board.SetPosition(0, 20)
self.language_board.Show()
step = wndMgr.GetScreenWidth() / len(self.language_list)
x = 0
for i, lang in enumerate(self.language_list):
img_path = "d:/ymir work/ui/intro/login/server_flag_%s.sub" % lang
btn = ui.Button()
btn.SetParent(self.language_board)
btn.SetPosition(x + 15, 10)
btn.SetUpVisual(img_path)
btn.SetOverVisual(img_path)
btn.SetDownVisual(img_path)
btn.SetToolTipText(lang.upper())
btn.SetEvent(ui.__mem_func__(self.__ClickLanguage), i)
btn.Show()
self.flag_button_list.append(btn)
x += step
# Create locale selector (only if it doesn't exist - during hot-reload we keep the old one)
if not self.localeSelector:
self.localeSelector = LocaleSelector()
self.localeSelector.Create(self)
self.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.__OnLocaleChanged))
except:
import exception
@@ -608,49 +598,12 @@ class LoginWindow(ui.ScriptWindow):
def __OnClickExitButton(self):
self.stream.SetPhaseWindow(0)
def __LoadLocale(self):
self.language_list = [
"ae", "en", "cz", "de", "dk",
"es", "fr", "gr", "hu", "it",
"nl", "pl", "pt", "ro", "ru", "tr",
]
def __SaveLocale(self, locale):
try:
with open("config/locale.cfg", "wt") as f:
f.write(locale)
except:
import dbg
dbg.LogBox("__SaveLocale error locale.cfg")
app.Abort()
def __ClickLanguage(self, index):
if index >= len(self.language_list):
return
self.locale = self.language_list[index]
if not self.language_popup:
self.language_popup = uiCommon.QuestionDialog()
self.language_popup.SetText("Change language and restart the client?")
self.language_popup.SetAcceptEvent(ui.__mem_func__(self.__OnAcceptLanguage))
self.language_popup.SetCancelEvent(ui.__mem_func__(self.__OnCancelLanguage))
self.language_popup.Open()
def __OnAcceptLanguage(self):
if self.language_popup:
self.language_popup.Close()
self.__SaveLocale(self.locale)
import os
app.Exit()
os.popen('start "" "Metin2_Debug.exe"')
def __OnCancelLanguage(self):
if self.language_popup:
self.language_popup.Close()
def __OnLocaleChanged(self, newLocaleCode):
"""
Callback when user confirms locale change.
All the heavy lifting is done by LocaleChangeManager - this is just 3 lines!
"""
self.localeChangeManager.ReloadWithNewLocale(newLocaleCode, "uiscript/LoginWindow.py")
def __SetServerInfo(self, name):
net.SetServerInfo(name.strip())

View File

@@ -13,6 +13,8 @@ BLEND_POTION_NO_INFO = 'BLEND_POTION_NO_INFO'
LOGIN_FAILURE_WRONG_SOCIALID = 'LOGIN_FAILURE_WRONG_SOCIALID'
LOGIN_FAILURE_SHUTDOWN_TIME = 'LOGIN_FAILURE_SHUTDOWN_TIME'
LOCALE_CHANGE_CONFIRM = 'Change language to %s and reload the game?'
GUILD_MEMBER_COUNT_INFINITY = 'INFINITY'
GUILD_MARK_MIN_LEVEL = '3'
GUILD_BUILDING_LIST_TXT = '{:s}/GuildBuildingList.txt'.format(APP_GET_LOCALE_PATH)

View File

@@ -0,0 +1,472 @@
# -*- coding: utf-8 -*-
"""
Multi-Language Hot-Reload System
=================================
This module provides a clean, reusable system for hot-reloading locale changes
without restarting the client. It's designed to be window-agnostic and can be
used with any UI window (login, game, etc.).
Architecture:
- C++ side handles: LoadConfig() → LoadLocaleData() → Clear Python module cache
- Python side handles: Module reimport → UI state save/restore → Window recreation
Usage:
from uilocalechange import LocaleChangeManager
# In your window class __init__:
self.localeChangeManager = LocaleChangeManager(self)
# When locale changes (e.g., from a locale selector):
self.localeChangeManager.ReloadWithNewLocale(newLocaleCode)
Features:
- Automatically saves and restores UI state (text inputs, selections, etc.)
- Handles board visibility states
- Preserves virtual keyboard state
- Works with any window that follows the standard pattern
"""
import app
import dbg
import ui
import sys
class LocaleChangeManager:
"""
Manages locale hot-reload for a UI window.
This class handles the complete lifecycle of a locale change:
1. Save current UI state
2. Call C++ to reload locale data
3. Reimport Python locale modules
4. Recreate UI with new locale
5. Restore saved state
"""
def __init__(self, window):
"""
Initialize the locale change manager.
Args:
window: The UI window instance to manage (e.g., LoginWindow, GameWindow)
"""
self.window = window
self.stateHandlers = {}
self._RegisterDefaultStateHandlers()
def _RegisterDefaultStateHandlers(self):
"""Register default state save/restore handlers for common UI elements."""
# Text input fields
self.RegisterStateHandler("idEditLine", self._SaveEditLineText, self._RestoreEditLineText)
self.RegisterStateHandler("pwdEditLine", self._SaveEditLineText, self._RestoreEditLineText)
# List selections
self.RegisterStateHandler("serverList", self._SaveListSelection, self._RestoreListSelection)
self.RegisterStateHandler("channelList", self._SaveListSelection, self._RestoreListSelection)
# Virtual keyboard
self.RegisterStateHandler("virtualKeyboard", self._SaveVisibility, self._RestoreVisibility)
# Server info text
self.RegisterStateHandler("serverInfo", self._SaveTextLineText, self._RestoreTextLineText)
def RegisterStateHandler(self, elementName, saveFunc, restoreFunc):
"""
Register a custom state handler for a UI element.
Args:
elementName: The attribute name of the UI element (e.g., "idEditLine")
saveFunc: Function(element) -> stateData to save state
restoreFunc: Function(element, stateData) to restore state
"""
self.stateHandlers[elementName] = (saveFunc, restoreFunc)
def _SaveEditLineText(self, editLine):
"""Save text from an edit line."""
if editLine:
return editLine.GetText()
return ""
def _RestoreEditLineText(self, editLine, text):
"""Restore text to an edit line."""
if editLine and text:
editLine.SetText(text)
def _SaveListSelection(self, listBox):
"""Save selected item ID from a list box."""
if listBox:
return listBox.GetSelectedItem()
return None
def _RestoreListSelection(self, listBox, selectedID):
"""Restore selected item in a list box by finding its position."""
if listBox and selectedID is not None:
# Find position for the saved ID
for position, itemID in listBox.keyDict.items():
if itemID == selectedID:
listBox.SelectItem(position)
return True
return False
def _SaveVisibility(self, element):
"""Save visibility state of an element."""
if element:
return element.IsShow()
return False
def _RestoreVisibility(self, element, wasVisible):
"""Restore visibility state of an element."""
if element:
if wasVisible:
element.Show()
else:
element.Hide()
def _SaveTextLineText(self, textLine):
"""Save text from a text line."""
if textLine:
return textLine.GetText()
return ""
def _RestoreTextLineText(self, textLine, text):
"""Restore text to a text line."""
if textLine and text:
textLine.SetText(text)
def SaveLocaleCode(self, localeCode):
"""
Save locale code to config/locale.cfg file.
Args:
localeCode: Two-letter locale code (e.g., "en", "ro", "de")
Returns:
True if saved successfully, False otherwise
"""
try:
import os
if not os.path.exists("config"):
os.makedirs("config")
with open("config/locale.cfg", "w") as f:
f.write(localeCode)
return True
except Exception as e:
dbg.TraceError("Failed to save locale config: %s" % str(e))
return False
def ReloadWithNewLocale(self, newLocaleCode, scriptPath="uiscript/LoginWindow.py"):
"""
Hot-reload the UI with a new locale.
This is the main entry point for locale changes. It handles the complete
reload process:
1. Save locale code to config file
2. Call C++ to reload locale data and clear Python module cache
3. Reimport Python locale modules
4. Save current UI state
5. Recreate UI
6. Restore UI state
Args:
newLocaleCode: The new locale code to switch to
scriptPath: Path to the UI script file to reload (default: LoginWindow.py)
Returns:
True if reload succeeded, False otherwise
"""
try:
dbg.TraceError("=== Starting Locale Hot-Reload to '%s' ===" % newLocaleCode)
# Step 1: Save locale code to file
if not self.SaveLocaleCode(newLocaleCode):
dbg.TraceError("Failed to save locale code")
return False
# Step 2: Call C++ comprehensive reload
# This does: LoadConfig() → LoadLocaleData() → Clear Python module cache
reloadSuccess = app.ReloadLocale()
if not reloadSuccess:
dbg.TraceError("C++ ReloadLocale() failed")
return False
# Step 3: Reimport Python locale modules
self._ReimportLocaleModules()
# Step 4: Save current UI state
savedState = self._SaveWindowState()
# Step 5: Recreate UI
self._RecreateUI(scriptPath)
# Step 6: Restore UI state
self._RestoreWindowState(savedState)
dbg.TraceError("=== Locale Hot-Reload Complete ===")
return True
except Exception as e:
dbg.TraceError("Error in ReloadWithNewLocale: %s" % str(e))
import exception
exception.Abort("ReloadWithNewLocale")
return False
def _ReimportLocaleModules(self):
"""Force reimport of locale modules after C++ cleared the cache."""
dbg.TraceError("Reimporting locale modules...")
# Import fresh modules - C++ already deleted them from sys.modules
localeInfo = __import__('localeInfo')
uiScriptLocale = __import__('uiScriptLocale')
# Update sys.modules references
sys.modules['localeInfo'] = localeInfo
sys.modules['uiScriptLocale'] = uiScriptLocale
# CRITICAL: Update the window module's globals, not ours!
# Get the window's module (e.g., intrologin module)
windowModule = sys.modules.get(self.window.__module__)
if windowModule:
dbg.TraceError("Updating globals in module: %s" % self.window.__module__)
windowModule.localeInfo = localeInfo
windowModule.uiScriptLocale = uiScriptLocale
else:
dbg.TraceError("WARNING: Could not find window module: %s" % self.window.__module__)
# Also update this module's globals for safety
globals()['localeInfo'] = localeInfo
globals()['uiScriptLocale'] = uiScriptLocale
dbg.TraceError("Locale modules reimported successfully")
def _SaveWindowState(self):
"""
Save the current state of all registered UI elements.
Returns:
Dictionary containing saved state data
"""
state = {
"elements": {},
"visibleBoard": None,
}
# Save state of registered elements
for elementName, (saveFunc, _) in self.stateHandlers.items():
if hasattr(self.window, elementName):
element = getattr(self.window, elementName)
if element:
state["elements"][elementName] = saveFunc(element)
# Determine which board is currently visible
for boardName in ["loginBoard", "serverBoard", "connectBoard"]:
if hasattr(self.window, boardName):
board = getattr(self.window, boardName)
if board and board.IsShow():
state["visibleBoard"] = boardName
break
dbg.TraceError("Saved window state: visibleBoard=%s" % state["visibleBoard"])
return state
def _RecreateUI(self, scriptPath):
"""
Recreate the UI by clearing and reloading the script.
Args:
scriptPath: Path to the UI script file
"""
dbg.TraceError("Recreating UI from script: %s" % scriptPath)
# Completely destroy the locale selector - we'll recreate it fresh
if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
dbg.TraceError("Destroying old locale selector before UI recreation")
self.window.localeSelector.Destroy()
self.window.localeSelector = None
# Clear existing UI elements
if hasattr(self.window, 'ClearDictionary'):
self.window.ClearDictionary()
# Reload the UI script file with new locale strings
# This will create a fresh locale selector through __LoadScript
if hasattr(self.window, '_LoginWindow__LoadScript'):
# Private method name mangling for LoginWindow
self.window._LoginWindow__LoadScript(scriptPath)
elif hasattr(self.window, 'LoadScript'):
self.window.LoadScript(scriptPath)
# __LoadScript should have created a new locale selector
# Make sure it's visible
if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
dbg.TraceError("Locale selector created by __LoadScript, ensuring visibility")
self.window.localeSelector.Show()
self.window.localeSelector.SetTop()
else:
# If __LoadScript didn't create it, create it manually
dbg.TraceError("Creating locale selector manually")
from uilocaleselector import LocaleSelector
self.window.localeSelector = LocaleSelector()
self.window.localeSelector.Create(self.window)
# Set the event handler to call back to the window's method
if hasattr(self.window, '_LoginWindow__OnLocaleChanged'):
import ui
self.window.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.window._LoginWindow__OnLocaleChanged))
self.window.localeSelector.Show()
self.window.localeSelector.SetTop()
# Hide all boards to reset state
for boardName in ["loginBoard", "serverBoard", "connectBoard"]:
if hasattr(self.window, boardName):
board = getattr(self.window, boardName)
if board:
board.Hide()
# Hide virtual keyboard
if hasattr(self.window, "virtualKeyboard"):
vk = getattr(self.window, "virtualKeyboard")
if vk:
vk.Hide()
def _RestoreWindowState(self, state):
"""
Restore the saved UI state.
Args:
state: Dictionary containing saved state data
"""
dbg.TraceError("Restoring window state...")
# Restore element states
for elementName, savedData in state["elements"].items():
if elementName in self.stateHandlers:
_, restoreFunc = self.stateHandlers[elementName]
if hasattr(self.window, elementName):
element = getattr(self.window, elementName)
if element:
restoreFunc(element, savedData)
# Rebuild locale-dependent dictionaries (like loginFailureMsgDict)
self._RebuildLocaleDictionaries()
# Restore visible board
visibleBoard = state.get("visibleBoard")
if visibleBoard:
self._RestoreBoardVisibility(visibleBoard, state)
# CRITICAL: Make sure locale selector is visible and on top after everything is restored
if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
dbg.TraceError("Final check: ensuring locale selector is visible")
self.window.localeSelector.Show()
self.window.localeSelector.SetTop()
def _RebuildLocaleDictionaries(self):
"""Rebuild any dictionaries that depend on localeInfo strings."""
# Check if this is a LoginWindow with loginFailureMsgDict
if hasattr(self.window, 'loginFailureMsgDict'):
import localeInfo
dbg.TraceError("Rebuilding loginFailureMsgDict with new locale strings")
self.window.loginFailureMsgDict = {
"ALREADY" : localeInfo.LOGIN_FAILURE_ALREAY,
"NOID" : localeInfo.LOGIN_FAILURE_NOT_EXIST_ID,
"WRONGPWD" : localeInfo.LOGIN_FAILURE_WRONG_PASSWORD,
"FULL" : localeInfo.LOGIN_FAILURE_TOO_MANY_USER,
"SHUTDOWN" : localeInfo.LOGIN_FAILURE_SHUTDOWN,
"REPAIR" : localeInfo.LOGIN_FAILURE_REPAIR_ID,
"BLOCK" : localeInfo.LOGIN_FAILURE_BLOCK_ID,
"BESAMEKEY" : localeInfo.LOGIN_FAILURE_BE_SAME_KEY,
"NOTAVAIL" : localeInfo.LOGIN_FAILURE_NOT_AVAIL,
"NOBILL" : localeInfo.LOGIN_FAILURE_NOBILL,
"BLKLOGIN" : localeInfo.LOGIN_FAILURE_BLOCK_LOGIN,
"WEBBLK" : localeInfo.LOGIN_FAILURE_WEB_BLOCK,
"BADSCLID" : localeInfo.LOGIN_FAILURE_WRONG_SOCIALID,
"AGELIMIT" : localeInfo.LOGIN_FAILURE_SHUTDOWN_TIME,
}
if hasattr(self.window, 'loginFailureFuncDict'):
self.window.loginFailureFuncDict = {
"WRONGPWD" : self.window._LoginWindow__DisconnectAndInputPassword if hasattr(self.window, '_LoginWindow__DisconnectAndInputPassword') else None,
"QUIT" : __import__('app').Exit,
}
def _RestoreBoardVisibility(self, boardName, state):
"""
Restore the visibility of a specific board and its state.
Args:
boardName: Name of the board to show ("loginBoard", "serverBoard", "connectBoard")
state: Full saved state dictionary
"""
dbg.TraceError("Restoring board visibility: %s" % boardName)
if boardName == "loginBoard":
self._RestoreLoginBoard()
elif boardName == "serverBoard":
self._RestoreServerBoard(state)
elif boardName == "connectBoard":
self._RestoreConnectBoard()
def _RestoreLoginBoard(self):
"""Show and configure the login board."""
if hasattr(self.window, "loginBoard"):
self.window.loginBoard.Show()
def _RestoreServerBoard(self, state):
"""Show and configure the server board with saved selections."""
if not hasattr(self.window, "serverBoard"):
return
self.window.serverBoard.Show()
# Refresh server list first
if hasattr(self.window, '_LoginWindow__RefreshServerList'):
self.window._LoginWindow__RefreshServerList()
# Now restore server selection AFTER the list is refreshed
savedServerID = state["elements"].get("serverList")
if savedServerID is not None and hasattr(self.window, 'serverList') and self.window.serverList:
# Find the position index for the saved server ID
# keyDict maps position -> server ID
for position, serverID in self.window.serverList.keyDict.items():
if serverID == savedServerID:
# SelectItem expects position index, not server ID
self.window.serverList.SelectItem(position)
# Refresh channel list for the selected server
if hasattr(self.window, '_LoginWindow__RequestServerStateList'):
self.window._LoginWindow__RequestServerStateList()
if hasattr(self.window, '_LoginWindow__RefreshServerStateList'):
self.window._LoginWindow__RefreshServerStateList()
# Restore channel selection AFTER channel list is refreshed
savedChannelID = state["elements"].get("channelList")
if savedChannelID is not None and hasattr(self.window, 'channelList') and self.window.channelList:
# Find the position index for the saved channel ID
for channelPos, channelID in self.window.channelList.keyDict.items():
if channelID == savedChannelID:
self.window.channelList.SelectItem(channelPos)
break
break
def _RestoreConnectBoard(self):
"""Show and configure the connect board."""
if not hasattr(self.window, "connectBoard"):
return
# Connect board overlays login board
if hasattr(self.window, "loginBoard"):
self.window.loginBoard.Show()
self.window.connectBoard.Show()
# Explicitly show connect board children (they may not auto-show)
if hasattr(self.window, "selectConnectButton"):
btn = getattr(self.window, "selectConnectButton")
if btn:
btn.Show()
if hasattr(self.window, "serverInfo"):
info = getattr(self.window, "serverInfo")
if info:
info.Show()

View File

@@ -0,0 +1,191 @@
# -*- coding: utf-8 -*-
"""
Locale Selector UI Component
=============================
A reusable UI component for selecting and changing the client language.
Can be added to any window (login, game settings, etc.).
Usage:
from uilocaleselector import LocaleSelector
# In your window class:
self.localeSelector = LocaleSelector()
self.localeSelector.Create(self)
self.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.__OnLocaleChanged))
# Implement the callback:
def __OnLocaleChanged(self, newLocaleCode):
# Handle UI recreation here
pass
"""
import ui
import uiCommon
import localeInfo
import wndMgr
# Available locales configuration
AVAILABLE_LOCALES = [
{"code": "ae", "name": "Arabic", "flag": "ae"},
{"code": "en", "name": "English", "flag": "en"},
{"code": "cz", "name": "Čeština", "flag": "cz"},
{"code": "de", "name": "Deutsch", "flag": "de"},
{"code": "dk", "name": "Dansk", "flag": "dk"},
{"code": "es", "name": "Español", "flag": "es"},
{"code": "fr", "name": "Français", "flag": "fr"},
{"code": "gr", "name": "Ελληνικά", "flag": "gr"},
{"code": "hu", "name": "Magyar", "flag": "hu"},
{"code": "it", "name": "Italiano", "flag": "it"},
{"code": "nl", "name": "Nederlands", "flag": "nl"},
{"code": "pl", "name": "Polski", "flag": "pl"},
{"code": "pt", "name": "Português", "flag": "pt"},
{"code": "ro", "name": "Română", "flag": "ro"},
{"code": "ru", "name": "Русский", "flag": "ru"},
{"code": "tr", "name": "Türkçe", "flag": "tr"},
]
# Flag image path template
FLAG_IMAGE_PATH = "d:/ymir work/ui/intro/login/server_flag_%s.sub"
class LocaleSelector(ui.Window):
"""
UI component for selecting and changing client language.
Features:
- Displays flag buttons for all available locales
- Shows confirmation dialog before changing
- Triggers callback when locale is confirmed
- Self-contained and reusable
"""
def __init__(self):
ui.Window.__init__(self)
self.background = None
self.flagButtons = []
self.confirmDialog = None
self.selectedLocaleCode = None
self.eventLocaleChanged = None
def __del__(self):
ui.Window.__del__(self)
def Destroy(self):
"""Clean up resources when destroying the selector."""
self.eventLocaleChanged = None
self.selectedLocaleCode = None
if self.confirmDialog:
self.confirmDialog.Close()
self.confirmDialog = None
for btn in self.flagButtons:
btn.Hide()
btn = None
self.flagButtons = []
if self.background:
self.background.Hide()
self.background = None
def Create(self, parent):
"""
Create and display the locale selector UI.
Args:
parent: The parent window to attach to
"""
self.SetParent(parent)
self.SetSize(wndMgr.GetScreenWidth(), 35)
self.SetPosition(0, 20)
# Create background board
self.background = ui.ThinBoard()
self.background.SetParent(self)
self.background.SetSize(wndMgr.GetScreenWidth(), 35)
self.background.SetPosition(0, 0)
self.background.Show()
# Create flag buttons
self._CreateFlagButtons()
self.Show()
def _CreateFlagButtons(self):
"""Create flag buttons for all available locales."""
localeCount = len(AVAILABLE_LOCALES)
if localeCount == 0:
return
buttonSpacing = wndMgr.GetScreenWidth() / localeCount
xPosition = 0
for locale in AVAILABLE_LOCALES:
flagPath = FLAG_IMAGE_PATH % locale["flag"]
button = ui.Button()
button.SetParent(self.background)
button.SetPosition(xPosition + 15, 10)
button.SetUpVisual(flagPath)
button.SetOverVisual(flagPath)
button.SetDownVisual(flagPath)
button.SetToolTipText(locale["name"])
button.SetEvent(ui.__mem_func__(self._OnClickFlag), locale["code"])
button.Show()
self.flagButtons.append(button)
xPosition += buttonSpacing
def _OnClickFlag(self, localeCode):
"""
Handle flag button click - show confirmation dialog.
Args:
localeCode: The locale code that was clicked
"""
self.selectedLocaleCode = localeCode
# Get locale name for display
localeName = "Unknown"
for locale in AVAILABLE_LOCALES:
if locale["code"] == localeCode:
localeName = locale["name"]
break
# Show confirmation dialog
if not self.confirmDialog:
self.confirmDialog = uiCommon.QuestionDialog()
self.confirmDialog.SetText(localeInfo.LOCALE_CHANGE_CONFIRM % localeName)
self.confirmDialog.SetAcceptEvent(ui.__mem_func__(self._OnConfirmLocaleChange))
self.confirmDialog.SetCancelEvent(ui.__mem_func__(self._OnCancelLocaleChange))
self.confirmDialog.Open()
def _OnConfirmLocaleChange(self):
"""User confirmed locale change - trigger the callback."""
if self.confirmDialog:
self.confirmDialog.Close()
if not self.selectedLocaleCode:
return
# Notify parent window to handle the locale change
if self.eventLocaleChanged:
self.eventLocaleChanged(self.selectedLocaleCode)
def _OnCancelLocaleChange(self):
"""User cancelled locale change."""
if self.confirmDialog:
self.confirmDialog.Close()
self.selectedLocaleCode = None
def SetLocaleChangedEvent(self, event):
"""
Set callback function to be called when locale is confirmed.
Args:
event: Callback function(localeCode) to handle locale change
"""
self.eventLocaleChanged = event