Localize remaining hardcoded UI strings and persist language preference
Replaces the last hardcoded English strings (initial-scene modals, game menu save status messages) with locale-loaded text, adds a shared LOCALE_LIST so the settings dropdown and locale manager stay in sync, and persists the chosen language into savemeta_t across all platforms. Also fixes two message buffers that were too small for their longest translations. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -42,6 +42,13 @@ void saveJsonWriterAddFloatLinux(
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savejsonwriterlinux_t *writer, const char_t *key, const float_t value
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);
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/**
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* Adds a "key": <uint> field to the root object.
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*/
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void saveJsonWriterAddUInt8Linux(
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savejsonwriterlinux_t *writer, const char_t *key, const uint8_t value
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);
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/**
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* Adds a string field to the root object. The value is copied into the
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* document, so the caller's buffer doesn't need to outlive the call.
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@@ -120,6 +127,14 @@ float_t saveJsonReadFloatLinux(
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yyjson_val *root, const char_t *key, const float_t defaultValue
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);
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/**
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* Reads a uint8 field, falling back to defaultValue if the key is
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* missing or not a number.
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*/
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uint8_t saveJsonReadUInt8Linux(
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yyjson_val *root, const char_t *key, const uint8_t defaultValue
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);
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/**
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* Reads a string field into out, falling back to defaultValue if the key
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* is missing or not a string. Always null-terminates.
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