bgr -> bg

+ update in documentation
2.0.x
AnHardt 10 years ago
parent c5961892e3
commit 56fc3a4835

@ -38,7 +38,7 @@ We have two different technologies for the displays:
* de German * de German
* es Spanish * es Spanish
* ru Russian * ru Russian
* bgr Bulgarian * bg Bulgarian
* it Italian * it Italian
* pt Portuguese * pt Portuguese
* pt-br Portuguese (Brazil) * pt-br Portuguese (Brazil)
@ -117,7 +117,7 @@ We have two different technologies for the displays:
* MAPPER_NON is the fastest and least memory consuming variant. * MAPPER_NON is the fastest and least memory consuming variant.
* 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. * 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.
* Mappers together with the HD44780_fonts use about additional 128 bytes for the mapping_table. * Mappers together with the HD44780_fonts use about additional 128 bytes for the mapping_table.
* 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. * 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.
* 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. * 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.
Find a matching charset. (http://en.wikipedia.org/wiki/Greek_and_Coptic) Find a matching charset. (http://en.wikipedia.org/wiki/Greek_and_Coptic)
Provide a font containing the symbols in the right size. Normal ASCII in the lower 127 places, the upper with your selection. Provide a font containing the symbols in the right size. Normal ASCII in the lower 127 places, the upper with your selection.

@ -640,7 +640,7 @@ const bool Z_PROBE_ENDSTOP_INVERTING = false; // set to true to invert the logic
// @section lcd // @section lcd
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) #define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -639,7 +639,7 @@ const bool Z_PROBE_ENDSTOP_INVERTING = false; // set to true to invert the logic
// @section lcd // @section lcd
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) #define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -572,7 +572,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -568,7 +568,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -594,7 +594,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -600,7 +600,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -623,7 +623,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -593,7 +593,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -640,7 +640,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) #define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -644,7 +644,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = false; // set to true to invert the logic o
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) #define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -591,7 +591,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -597,7 +597,7 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
//==============================LCD and SD support============================= //==============================LCD and SD support=============================
// Define your display language below. Replace (en) with your language code and uncomment. // Define your display language below. Replace (en) with your language code and uncomment.
// en, pl, fr, de, es, ru, bgr, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test // en, pl, fr, de, es, ru, bg, it, pt, pt-br, fi, an, nl, ca, eu, kana, kana_utf8, test
// See also language.h // See also language.h
//#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en) //#define LANGUAGE_INCLUDE GENERATE_LANGUAGE_INCLUDE(en)

@ -20,7 +20,7 @@
// de German // de German
// es Spanish // es Spanish
// ru Russian // ru Russian
// bgr Bulgarian // bg Bulgarian
// it Italian // it Italian
// pt Portuguese // pt Portuguese
// pt-br Portuguese (Brazil) // pt-br Portuguese (Brazil)

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