allow translating menu entries

This commit is contained in:
Glenn Maynard
2004-01-09 06:38:19 +00:00
parent 27fda591a4
commit ca8f869fd1
2 changed files with 16 additions and 10 deletions
+5 -2
View File
@@ -388,7 +388,7 @@ CString ScreenOptions::GetExplanationTitle( int iRow ) const
sLineName.Replace("\n-","");
sLineName.Replace("\n","");
sLineName.Replace(" ","");
CString sTitle = THEME->GetMetric( "OptionExplanations", sLineName+"Title" );
CString sTitle = THEME->GetMetric( "OptionTitles", sLineName+"Title" );
// HACK: tack the BPM onto the name of the speed line
if( sLineName.CompareNoCase("speed")==0 )
@@ -965,7 +965,10 @@ void ScreenOptions::ChangeValue( PlayerNumber pn, int iDelta, bool Repeat )
if( m_OptionsNavigation == NAV_THREE_KEY_MENU && iNumOptions <= 1 ) // 1 or 0
{
/* There are no other options on the row; move up or down instead of left and right.
* This allows navigating the options menu with left/right/start. */
* This allows navigating the options menu with left/right/start.
*
* XXX: Only allow repeats if the opposite key isn't pressed; otherwise, holding both
* directions will repeat in place continuously, which is weird. */
Move( pn, iDelta, Repeat );
return;
}
+11 -8
View File
@@ -25,8 +25,8 @@
#define ROW_LINE(i) THEME->GetMetric (m_sName,ssprintf("Line%i",(i+1)))
#define ENTRY(s) THEME->GetMetric ("ScreenOptionsMaster",s)
#define ENTRY_NAME(s) THEME->GetMetric ("OptionNames", s)
#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
#define ENTRY_NAME(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%sName,%i",(s).c_str(),(i+1)))
#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
@@ -76,12 +76,15 @@ void ScreenOptionsMaster::SetList( OptionRow &row, OptionRowHandler &hand, CStri
{
ModeChoice mc;
mc.Load( 0, ENTRY_MODE(ListName, col) );
if( mc.m_sName == "" )
RageException::Throw( "List \"%s\", col %i has no name", ListName.c_str(), col );
if( !mc.IsPlayable() )
continue;
hand.ListEntries.push_back( mc );
row.choices.push_back( ENTRY_NAME(ListName, col) );
row.choices.push_back( ENTRY_NAME(mc.m_sName) );
}
}
@@ -99,9 +102,9 @@ void ScreenOptionsMaster::SetStep( OptionRow &row, OptionRowHandler &hand )
else if( GAMESTATE->m_pCurCourse ) // playing a course
{
row.bOneChoiceForAllPlayers = true;
row.choices.push_back( "REGULAR" );
row.choices.push_back( ENTRY_NAME("RegularCourses") );
if( GAMESTATE->m_pCurCourse->HasDifficult( GAMESTATE->GetCurrentStyleDef()->m_StepsType ) )
row.choices.push_back( "DIFFICULT" );
row.choices.push_back( ENTRY_NAME("DifficultCourses") );
}
else if( GAMESTATE->m_pCurSong ) // playing a song
{
@@ -122,7 +125,7 @@ void ScreenOptionsMaster::SetStep( OptionRow &row, OptionRowHandler &hand )
}
else
{
row.choices.push_back( "N/A" );
row.choices.push_back( ENTRY_NAME("N/A") );
}
}
@@ -148,7 +151,7 @@ void ScreenOptionsMaster::SetCharacter( OptionRow &row, OptionRowHandler &hand )
{
hand.type = ROW_CHARACTER;
row.bOneChoiceForAllPlayers = false;
row.choices.push_back( "OFF" );
row.choices.push_back( ENTRY_NAME("Off") );
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for( unsigned i=0; i<apCharacters.size(); i++ )
@@ -164,8 +167,8 @@ void ScreenOptionsMaster::SetSaveToProfile( OptionRow &row, OptionRowHandler &ha
{
hand.type = ROW_SAVE_TO_PROFILE;
row.bOneChoiceForAllPlayers = false;
row.choices.push_back( "DON'T SAVE" );
row.choices.push_back( "SAVE TO PROFILE" );
row.choices.push_back( ENTRY_NAME("Don'tSave") );
row.choices.push_back( ENTRY_NAME("SaveToProfile") );
}
ScreenOptionsMaster::ScreenOptionsMaster( CString sClassName ):