localize more strings
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@@ -9,7 +9,7 @@
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#include "Game.h"
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#include "ScreenDimensions.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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REGISTER_SCREEN_CLASS( ScreenTestLights );
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ScreenTestLights::ScreenTestLights( CString sClassName ) : ScreenWithMenuElements( sClassName )
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@@ -39,7 +39,10 @@ ScreenTestLights::~ScreenTestLights()
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LOG->Trace( "ScreenTestLights::~ScreenTestLights()" );
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}
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static LocalizedString AUTO_CYCLE ( "ScreenTestLights", "Auto Cycle" );
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static LocalizedString MANUAL_CYCLE ( "ScreenTestLights", "Manual Cycle" );
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static LocalizedString CABINET_LIGHT( "ScreenTestLights", "cabinet light" );
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static LocalizedString CONTROLLER_LIGHT( "ScreenTestLights", "controller light" );
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void ScreenTestLights::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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@@ -62,26 +65,27 @@ void ScreenTestLights::Update( float fDeltaTime )
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switch( LIGHTSMAN->GetLightsMode() )
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{
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case LIGHTSMODE_TEST_AUTO_CYCLE:
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s += "Auto Cycle\n";
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s += AUTO_CYCLE.GetValue()+"\n";
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break;
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case LIGHTSMODE_TEST_MANUAL_CYCLE:
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s += "Manual Cycle\n";
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s += MANUAL_CYCLE.GetValue()+"\n";
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break;
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}
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if( cl == LIGHT_INVALID )
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s += "cabinet light: -----\n";
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s += CABINET_LIGHT.GetValue()+": -----\n";
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else
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s += ssprintf( "cabinet light: %d %s\n", cl, CabinetLightToString(cl).c_str() );
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s += ssprintf( CABINET_LIGHT.GetValue()+": %d %s\n", cl, CabinetLightToString(cl).c_str() );
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if( gc == GAME_CONTROLLER_INVALID )
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{
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s += ssprintf( "controller light: -----\n" );
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s += ssprintf( CONTROLLER_LIGHT.GetValue()+": -----\n" );
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}
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else
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{
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CString sGameButton = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), gb );
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s += ssprintf( "controller light: P%d %d %s\n", gc+1, gb, sGameButton.c_str() );
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PlayerNumber pn = (PlayerNumber)(gc+1);
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s += ssprintf( CONTROLLER_LIGHT.GetValue()+": %s %d %s\n", PlayerNumberToString(pn).c_str(), gb, sGameButton.c_str() );
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}
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m_textInputs.SetText( s );
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