bgr -> bg
+ update in documentation
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@ -38,7 +38,7 @@ We have two different technologies for the displays:
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* de German
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* de German
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* es Spanish
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* es Spanish
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* ru Russian
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* ru Russian
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* bgr Bulgarian
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* bg Bulgarian
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* it Italian
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* it Italian
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* pt Portuguese
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* pt Portuguese
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* pt-br Portuguese (Brazil)
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* pt-br Portuguese (Brazil)
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@ -117,7 +117,7 @@ We have two different technologies for the displays:
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* MAPPER_NON is the fastest and least memory consuming variant.
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* MAPPER_NON is the fastest and least memory consuming variant.
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* Mappers together with a ISO10646_font are the second best choice regarding speed and memory consumption. Only a few more decisions are mad per character.
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* Mappers together with a ISO10646_font are the second best choice regarding speed and memory consumption. Only a few more decisions are mad per character.
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* Mappers together with the HD44780_fonts use about additional 128 bytes for the mapping_table.
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* Mappers together with the HD44780_fonts use about additional 128 bytes for the mapping_table.
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* e.) Creating a new language file is not a big thing. Just make a new file with the format 'language_xx.h' or maybe 'language.xx.utf8.h', define a mapper and a font in there and translate some of the strings defined in language_en.h. You can drop the surrounding #ifndef #endif. You don't have to translate all the stings - the missing one will be added by language_en.h - in English - of cause.
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* e.) Creating a new language file is not a big thing. Just make a new file with the format 'language_xx.h' or maybe 'language.xx.utf8.h', define a mapper and a font in there and translate some of the strings defined in language_en.h. You can drop the surrounding #ifndef #endif. You don't have to translate all the stings - the missing one will be added by language_en.h - in English - of cause. If possible 'xx' should be the 2 letter code from ISO 639-1 for your language.
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* f.) If you cant find a matching mapper things will be a bit more complex. With the Hitachi based displays you will not have big chance to make something useful unless you have one with a matching charset. For a full graphic display - lets explain with - let's say Greece.
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* f.) If you cant find a matching mapper things will be a bit more complex. With the Hitachi based displays you will not have big chance to make something useful unless you have one with a matching charset. For a full graphic display - lets explain with - let's say Greece.
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Find a matching charset. (http://en.wikipedia.org/wiki/Greek_and_Coptic)
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Find a matching charset. (http://en.wikipedia.org/wiki/Greek_and_Coptic)
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Provide a font containing the symbols in the right size. Normal ASCII in the lower 127 places, the upper with your selection.
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Provide a font containing the symbols in the right size. Normal ASCII in the lower 127 places, the upper with your selection.
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@ -640,7 +640,7 @@ const bool Z_PROBE_ENDSTOP_INVERTING = false; // set to true to invert the logic
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// @section lcd
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// @section lcd
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -639,7 +639,7 @@ const bool Z_PROBE_ENDSTOP_INVERTING = false; // set to true to invert the logic
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// @section lcd
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// @section lcd
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -572,7 +572,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -568,7 +568,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -594,7 +594,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -600,7 +600,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -623,7 +623,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -593,7 +593,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -640,7 +640,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -644,7 +644,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = false; // set to true to invert the logic o
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -591,7 +591,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -597,7 +597,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
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//==============================LCD and SD support=============================
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//==============================LCD and SD support=============================
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// Define your display language below. Replace (en) with your language code and uncomment.
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// Define your display language below. Replace (en) with your language code and uncomment.
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// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
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// See also language.h
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// See also language.h
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)
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@ -20,7 +20,7 @@
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// de German
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// de German
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// es Spanish
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// es Spanish
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// ru Russian
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// ru Russian
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// bgr Bulgarian
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// bg Bulgarian
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// it Italian
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// it Italian
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// pt Portuguese
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// pt Portuguese
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// pt-br Portuguese (Brazil)
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// pt-br Portuguese (Brazil)
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