Other LG Functions - Grisgram/gml-raptor Wiki
LG_init
/// @function LG_init(locale_to_use = undefined)
/// @description Initializes the LG system. If LG_AUTO_INIT_ON_STARTUP is set to false,
/// must be called at start of the game.
/// Subsequent calls will re-initialize and reload the language file of the current language.
/// To "hot-swap" the display language, use the LG_hotswap(...) function.
/// @param {string} locale_to_use - If not supplied or undefined, the OS language will be used.
/// You can supply here the locale from your game's settings files
/// that the user might have set in your game's options.
LG_get_stringmap
/// @function LG_get_stringmap()
/// @description Gets the string map of the currently active locale file.
/// This returns the entire string struct. Treat as read-only!
LG_get_fallback_stringmap
/// @function LG_get_fallback_stringmap()
/// @description Gets the fallback string map (the default language if a key is not found in the string map).
/// This returns the entire string struct. Treat as read-only!
LG_hotswap
/// @function LG_hotswap(new_locale)
/// @param {string} new_locale The new locale to switch to.
/// @description Reload the LG system with a new language.
/// +-----------------------------------------------------------------------------------------------+
/// | (!) ATTENTION! This function will call LG_Init(), load the file and restart the current room! |
/// +-----------------------------------------------------------------------------------------------+
LG_resolve
/// @function LG_resolve(str)
/// @description Resolve a string in the format of object instance variables.
/// These strings either start with == or =. If neither is true, str is returned unmodified.
/// @param {string} str The string to resolve
/// @returns {string} The resolved string or str unmodified if it didn't start with at least one "="