Localize editor info text.

Add "Rolls" count.
Only show "Subtitle", "Selection beat", and note stats that
are actually relevant.
"Selection beat" polish.
Push note info onto a single line.  The jagged numbers look
a little weird, but this stuff is too long and is falling
off the bottom of the screen, and "Hands: 3" is easier to
read anyway.

"(note type) Notes" still needs localization.
This commit is contained in:
Glenn Maynard
2006-02-02 08:33:09 +00:00
parent 0e839c39af
commit 79c1ebe890
+52 -16
View File
@@ -912,6 +912,25 @@ void ScreenEdit::Update( float fDeltaTime )
PlayTicks();
}
static LocalizedString CURRENT_BEAT("ScreenEdit", "Current beat");
static LocalizedString CURRENT_SECOND("ScreenEdit", "Current second");
static LocalizedString SNAP_TO("ScreenEdit", "Snap to");
static LocalizedString SELECTION_BEAT("ScreenEdit", "Selection beat");
static LocalizedString DIFFICULTY("ScreenEdit", "Difficulty");
static LocalizedString DESCRIPTION("ScreenEdit", "Description");
static LocalizedString MAIN_TITLE("ScreenEdit", "Main title");
static LocalizedString SUBTITLE("ScreenEdit", "Subtitle");
static LocalizedString TAP_STEPS("ScreenEdit", "Tap Steps");
static LocalizedString JUMPS("ScreenEdit", "Jumps");
static LocalizedString HANDS("ScreenEdit", "Hands");
static LocalizedString HOLDS("ScreenEdit", "Holds");
static LocalizedString MINES("ScreenEdit", "Mines");
static LocalizedString ROLLS("ScreenEdit", "Rolls");
static LocalizedString BEAT_0_OFFSET("ScreenEdit", "Beat 0 offset");
static LocalizedString PREVIEW_START("ScreenEdit", "Preview Start");
static LocalizedString PREVIEW_LENGTH("ScreenEdit", "Preview Length");
void ScreenEdit::UpdateTextInfo()
{
if( m_pSteps == NULL )
@@ -929,48 +948,65 @@ void ScreenEdit::UpdateTextInfo()
RString sNoteType = NoteTypeToString(m_SnapDisplay.GetNoteType()) + " notes";
RString sText;
sText += ssprintf( "Current beat:\n %.3f\n", GAMESTATE->m_fSongBeat );
sText += ssprintf( "Current sec:\n %.3f\n", m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) );
sText += ssprintf( "%s:\n %.3f\n", CURRENT_BEAT.GetValue().c_str(), GAMESTATE->m_fSongBeat );
sText += ssprintf( "%s:\n %.3f\n", CURRENT_SECOND.GetValue().c_str(), m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) );
switch( EDIT_MODE.GetValue() )
{
case EditMode_Practice:
break;
case EditMode_Home:
case EditMode_Full:
sText += ssprintf( "Snap to:\n %s\n", sNoteType.c_str() );
sText += ssprintf( "%s:\n %s\n", SNAP_TO.GetValue().c_str(), sNoteType.c_str() );
break;
default:
ASSERT(0);
}
sText += ssprintf( "Selection beat:\n %s\n %s\n", m_NoteFieldEdit.m_iBeginMarker==-1 ? "----" : ssprintf("%.3f",NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker)).c_str(), m_NoteFieldEdit.m_iEndMarker==-1 ? "----" : ssprintf("%.3f",NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker)).c_str() );
if( m_NoteFieldEdit.m_iBeginMarker != -1 )
{
sText += ssprintf( "%s:\n %.3f", SELECTION_BEAT.GetValue().c_str(), NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) );
if( m_NoteFieldEdit.m_iEndMarker != -1 )
sText += ssprintf( "-%.3f\n", NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) );
else
sText += " ...\n";
}
switch( EDIT_MODE.GetValue() )
{
case EditMode_Practice:
case EditMode_Home:
break;
case EditMode_Full:
sText += ssprintf( "Difficulty:\n %s\n", DifficultyToString( m_pSteps->GetDifficulty() ).c_str() );
sText += ssprintf( "Description:\n %s\n", m_pSteps->GetDescription().c_str() );
sText += ssprintf( "Main title:\n %s\n", m_pSong->m_sMainTitle.c_str() );
sText += ssprintf( "Sub title:\n %s\n", m_pSong->m_sSubTitle.c_str() );
sText += ssprintf( "%s:\n %s\n", DIFFICULTY.GetValue().c_str(), DifficultyToString( m_pSteps->GetDifficulty() ).c_str() );
sText += ssprintf( "%s:\n %s\n", DESCRIPTION.GetValue().c_str(), m_pSteps->GetDescription().c_str() );
sText += ssprintf( "%s:\n %s\n", MAIN_TITLE.GetValue().c_str(), m_pSong->m_sMainTitle.c_str() );
if( m_pSong->m_sSubTitle.size() )
sText += ssprintf( "%s:\n %s\n", SUBTITLE.GetValue().c_str(), m_pSong->m_sSubTitle.c_str() );
break;
default:
ASSERT(0);
}
sText += ssprintf( "Tap steps:\n %d\n", m_NoteDataEdit.GetNumTapNotes() );
sText += ssprintf( "Jumps:\n %d\n", m_NoteDataEdit.GetNumJumps() );
sText += ssprintf( "Hands:\n %d\n", m_NoteDataEdit.GetNumHands() );
sText += ssprintf( "Holds:\n %d\n", m_NoteDataEdit.GetNumHoldNotes() );
sText += ssprintf( "Mines:\n %d\n", m_NoteDataEdit.GetNumMines() );
sText += ssprintf( "%s:\n %d\n", TAP_STEPS.GetValue().c_str(), m_NoteDataEdit.GetNumTapNotes() );
if( m_NoteDataEdit.GetNumJumps() )
sText += ssprintf( "%s: %d\n", JUMPS.GetValue().c_str(), m_NoteDataEdit.GetNumJumps() );
if( m_NoteDataEdit.GetNumHands() )
sText += ssprintf( "%s: %d\n", HANDS.GetValue().c_str(), m_NoteDataEdit.GetNumHands() );
if( m_NoteDataEdit.GetNumHoldNotes() )
sText += ssprintf( "%s: %d\n", HOLDS.GetValue().c_str(), m_NoteDataEdit.GetNumHoldNotes() );
if( m_NoteDataEdit.GetNumMines() )
sText += ssprintf( "%s: %d\n", MINES.GetValue().c_str(), m_NoteDataEdit.GetNumMines() );
if( m_NoteDataEdit.GetNumRolls() )
sText += ssprintf( "%s: %d\n", ROLLS.GetValue().c_str(), m_NoteDataEdit.GetNumRolls() );
switch( EDIT_MODE.GetValue() )
{
case EditMode_Practice:
case EditMode_Home:
break;
case EditMode_Full:
sText += ssprintf( "Beat 0 Offset:\n %.3f secs\n", m_pSong->m_Timing.m_fBeat0OffsetInSeconds );
sText += ssprintf( "Preview Start:\n %.3f secs\n", m_pSong->m_fMusicSampleStartSeconds );
sText += ssprintf( "Preview Length:\n %.3f secs\n",m_pSong->m_fMusicSampleLengthSeconds );
sText += ssprintf( "%s:\n %.3f secs\n", BEAT_0_OFFSET.GetValue().c_str(), m_pSong->m_Timing.m_fBeat0OffsetInSeconds );
sText += ssprintf( "%s:\n %.3f secs\n", PREVIEW_START.GetValue().c_str(), m_pSong->m_fMusicSampleStartSeconds );
sText += ssprintf( "%s:\n %.3f secs\n", PREVIEW_LENGTH.GetValue().c_str(), m_pSong->m_fMusicSampleLengthSeconds );
break;
default:
ASSERT(0);