make more strings localizable

This commit is contained in:
Chris Danford
2006-01-08 18:40:20 +00:00
parent f6d11943ab
commit fc18dbd342
28 changed files with 108 additions and 97 deletions
+5 -9
View File
@@ -13,12 +13,10 @@
#include "Command.h"
#include "InputEventPlus.h"
#define BUTTONS_TO_MAP THEME->GetMetric( m_sName, "ButtonsToMap" )
#define INVALID_BUTTON THEME->GetMetric( m_sName, "InvalidButton" )
#define BUTTONS_TO_MAP THEME->GetMetric ( m_sName, "ButtonsToMap" )
#define INVALID_BUTTON THEME->GetMetric ( m_sName, "InvalidButton" )
#define MAPPED_TO_COMMAND(gc,slot) THEME->GetMetricA( m_sName, ssprintf("MappedToP%iS%iCommand", gc+1, slot+1) )
#define THEME_BUTTON_NAMES THEME->GetMetricB( m_sName, "ThemeButtonNames" )
#define THEME_SECONDARY_NAMES THEME->GetMetricB( m_sName, "ThemeSecondaryNames" )
#define BUTTON_NAME(s) THEME->GetMetric ( m_sName, ssprintf("Button%s",s) )
#define BUTTON_NAME(s) THEME->GetString ( m_sName, s )
static const float g_fSecondsToWaitForInput = 0.05f;
@@ -70,8 +68,7 @@ void ScreenMapControllers::Init()
pName->SetName( "Title" );
pName->LoadFromFont( THEME->GetPathF("Common","title") );
CString sText = GAMESTATE->GetCurrentGame()->m_szButtonNames[pKey->m_GameButton];
if( THEME_BUTTON_NAMES )
sText = BUTTON_NAME(sText.c_str());
sText = BUTTON_NAME(sText.c_str());
pName->SetText( sText );
ActorUtil::LoadAllCommands( *pName, m_sName );
m_Line[b].AddChild( pName );
@@ -80,8 +77,7 @@ void ScreenMapControllers::Init()
pSecondary->SetName( "Secondary" );
pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
sText = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
if( THEME_SECONDARY_NAMES )
sText = BUTTON_NAME(sText.c_str());
sText = BUTTON_NAME(sText.c_str());
ActorUtil::LoadAllCommands( *pSecondary, m_sName );
pSecondary->SetText( sText );
m_Line[b].AddChild( pSecondary );