Add translation support for the new AI pre-game dialog changes. Closes ticket:2742
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50764d1bee
commit
0892ed7b4c
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@ -208,7 +208,7 @@ static int difficultyIcon(int difficulty);
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// ////////////////////////////////////////////////////////////////////////////
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// map previews..
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static const char *difficultyList[] = { "Easy", "Medium", "Hard", "Insane" };
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static const char *difficultyList[] = { N_("Easy"), N_("Medium"), N_("Hard"), N_("Insane") };
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static const int difficultyValue[] = { 1, 10, 15, 20 };
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struct AIDATA
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@ -3740,7 +3740,7 @@ void displayPosition(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT
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drawBlueBox(x, y, psWidget->width, psWidget->height);
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iV_SetFont(font_regular);
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iV_SetTextColour(WZCOL_FORM_TEXT);
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ssprintf(text, "Click to take player slot %d", NetPlay.players[i].position);
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ssprintf(text, _("Click to take player slot %d"), NetPlay.players[i].position);
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iV_DrawText(text, x + 10, y + 22);
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}
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@ -3749,12 +3749,12 @@ static void displayAi(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT
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const int x = xOffset + psWidget->x;
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const int y = yOffset + psWidget->y;
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const int j = psWidget->UserData;
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const char *commsText[] = { "Open", "Closed" };
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const char *commsText[] = { N_("Open"), N_("Closed") };
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drawBlueBox(x, y, psWidget->width, psWidget->height);
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iV_SetFont(font_regular);
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iV_SetTextColour(WZCOL_FORM_TEXT);
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iV_DrawText((j >= 0) ? aidata[j].name : commsText[j + 2], x + 10, y + 22);
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iV_DrawText((j >= 0) ? aidata[j].name : gettext(commsText[j + 2]), x + 10, y + 22);
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}
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static int difficultyIcon(int difficulty)
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@ -3780,7 +3780,7 @@ static void displayDifficulty(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset,
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iV_SetFont(font_regular);
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iV_SetTextColour(WZCOL_FORM_TEXT);
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iV_DrawImage(FrontImages, difficultyIcon(j), x + 5, y + 5);
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iV_DrawText(difficultyList[j], x + 42, y + 22);
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iV_DrawText(gettext(difficultyList[j]), x + 42, y + 22);
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}
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// ////////////////////////////////////////////////////////////////////////////
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@ -3942,8 +3942,8 @@ void displayPlayer(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT *p
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ASSERT_OR_RETURN(, NetPlay.players[j].ai < (int)aidata.size(), "Uh-oh, AI index out of bounds");
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switch (NetPlay.players[j].ai)
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{
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case AI_OPEN: sstrcpy(aitext, "Open"); break;
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case AI_CLOSED: sstrcpy(aitext, "Closed"); break;
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case AI_OPEN: sstrcpy(aitext, _("Open")); break;
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case AI_CLOSED: sstrcpy(aitext, _("Closed")); break;
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default: sstrcpy(aitext, aidata[NetPlay.players[j].ai].name); break;
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}
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iV_DrawText(aitext, x + nameX, y + 22);
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