Editor help: remove whitespace from ends of strings

Note: this does not include a fix for #4484, that a double-quote in a _<< >>
delimited string causes a broken msgid. Wondering whether to remove that from
this text, but would prefer to add the feature to wmlxgettext.

Follows the comments in #4480, about how to handle whitespace at the beginning
and end of translatable strings.

This is text that was added after the last pot-update, so updating it
again now will hopefully be before the translators start on it. Some
text that was split into paragraphs is now combined in to one block,
other parts are still split but with non-translatable whitespace; the splits
will hopefully separate the scenario editor parts which are going to change
again before 1.16.0.

The wmlindent override is because the logic for multiline strings isn't working
for << >> delimited strings.
This commit is contained in:
Steve Cotton 2019-10-18 07:45:02 +02:00
parent baec45fc53
commit 14284e88c3

View file

@ -37,9 +37,7 @@ The paint tool utilizes the brush sizes and the terrain palette.
<bold>text='Brush Sizes'</bold> <bold>text='Brush Sizes'</bold>
The selected brush changes the size of the tool: The selected brush changes the size of the tool:" +
" +
"<img>src=icons/action/editor-brush-1_30.png align=left box=yes</img>" + _ "Paint single hexes." + "<img>src=icons/action/editor-brush-1_30.png align=left box=yes</img>" + _ "Paint single hexes." +
"<img>src=icons/action/editor-brush-2_30.png align=left box=yes</img>" + _ "Paint seven hexes at a time." + "<img>src=icons/action/editor-brush-2_30.png align=left box=yes</img>" + _ "Paint seven hexes at a time." +
"<img>src=icons/action/editor-brush-3_30.png align=left box=yes</img>" + _ "Paint nineteen hexes at a time." + "<img>src=icons/action/editor-brush-3_30.png align=left box=yes</img>" + _ "Paint nineteen hexes at a time." +
@ -76,9 +74,7 @@ The fill tool utilizes the terrain palette.
<bold>text='Brush Sizes'</bold> <bold>text='Brush Sizes'</bold>
The selected brush changes the size of the tool: The selected brush changes the size of the tool:" +
" +
"<img>src=icons/action/editor-brush-1_30.png align=left box=yes</img>" + _ "Select single hexes." + "<img>src=icons/action/editor-brush-1_30.png align=left box=yes</img>" + _ "Select single hexes." +
"<img>src=icons/action/editor-brush-2_30.png align=left box=yes</img>" + _ "Select seven hexes at a time." + "<img>src=icons/action/editor-brush-2_30.png align=left box=yes</img>" + _ "Select seven hexes at a time." +
"<img>src=icons/action/editor-brush-3_30.png align=left box=yes</img>" + _ "Select nineteen hexes at a time." + "<img>src=icons/action/editor-brush-3_30.png align=left box=yes</img>" + _ "Select nineteen hexes at a time." +
@ -97,8 +93,7 @@ Hexes can be cut or copied to the clipboard using the <ref>dst='editor_tool_sele
The paste tool shows an outline of the clipboard, which can be pasted with a mouse-click. Only the outline is shown, but mistakes can be corrected with the undo function, which is bound to both Control+Z and to the same key as the in-game undo function. The paste tool shows an outline of the clipboard, which can be pasted with a mouse-click. Only the outline is shown, but mistakes can be corrected with the undo function, which is bound to both Control+Z and to the same key as the in-game undo function.
The paste tool also has some clipboard-manipulation functions: The paste tool also has some clipboard-manipulation functions:" +
" +
"<img>src=icons/action/editor-clipboard-rotate-cw_30.png align=left box=yes</img>" + _ "Rotate clockwise by 60°." + "<img>src=icons/action/editor-clipboard-rotate-cw_30.png align=left box=yes</img>" + _ "Rotate clockwise by 60°." +
"<img>src=icons/action/editor-clipboard-rotate-ccw_30.png align=left box=yes</img>" + _ "Rotate counter-clockwise by 60°." + "<img>src=icons/action/editor-clipboard-rotate-ccw_30.png align=left box=yes</img>" + _ "Rotate counter-clockwise by 60°." +
"<img>src=icons/action/editor-clipboard-flip-horizontal_30.png align=left box=yes</img>" + _ "Flip horizontally" + "<img>src=icons/action/editor-clipboard-flip-horizontal_30.png align=left box=yes</img>" + _ "Flip horizontally" +
@ -196,34 +191,34 @@ Have a look at the addon server for easy to use additional music tracks."
# generator="contents:editor" # generator="contents:editor"
text= "<img>src=icons/icon-editor.png align=left box=no float=yes</img>" + _ "Wesnoths Map and Scenario Editor allows users to create and edit the maps on which every Wesnoth scenario takes place. It also provides a limited set of features for setting up a basic scenario. text= "<img>src=icons/icon-editor.png align=left box=no float=yes</img>" + _ "Wesnoths Map and Scenario Editor allows users to create and edit the maps on which every Wesnoth scenario takes place. It also provides a limited set of features for setting up a basic scenario.
The editor can be launched from the <italic>text='Map Editor'</italic> option at the title screen." + _ " The editor can be launched from the <italic>text='Map Editor'</italic> option at the title screen.
<header>text='What you get'</header>" + _ " <header>text='What you get'</header>
• <ref>dst='..editor_mode_terrain' text='Terrain Editor'</ref> • <ref>dst='..editor_mode_terrain' text='Terrain Editor'</ref>
An easy to use map editor, similar to simple paint applications." + _ " An easy to use map editor, similar to simple paint applications.
• Scenario Editor" + _ " • Scenario Editor
• <ref>dst='editor_playlist' text='Playlist Manager'</ref> • <ref>dst='editor_playlist' text='Playlist Manager'</ref>
Predefine the scenarios music track playlist." + _ " Predefine the scenarios music track playlist.
• Time Schedule Editor" + _ " • Time Schedule Editor
<header>text='What you do *not* get'</header>" + _ " <header>text='What you do *not* get'</header>
• What-you-see-is-what-you-get • What-you-see-is-what-you-get
The editor is not a WYSIWYG application. The editor is not a WYSIWYG application.
Because which exact graphic tile represents a terrain in the map depends on all terrain rules loaded (which is different between the editor and each other use case) the map wont look exactly the same." + _ " Because which exact graphic tile represents a terrain in the map depends on all terrain rules loaded (which is different between the editor and each other use case) the map wont look exactly the same.
• Event handlers and scripting • Event handlers and scripting
The editor is not a tool to help you scripting the scenarios event handlers." + _ " The editor is not a tool to help you scripting the scenarios event handlers.
• Infinite Backwards Compatibility • Infinite Backwards Compatibility
The editor can load most maps from older versions of Wesnoth, but not all. Maps from 1.3.2 and later will normally be supported, unless they use terrains which are no longer in mainline Wesnoth. Maps from add-ons which have their own terrains will need that add-on to tell the editor about their terrains." + _ " The editor can load most maps from older versions of Wesnoth, but not all. Maps from 1.3.2 and later will normally be supported, unless they use terrains which are no longer in mainline Wesnoth. Maps from add-ons which have their own terrains will need that add-on to tell the editor about their terrains." + "
<header>text='Basic Concepts'</header> " + _ "<header>text='Basic Concepts'</header>
• <ref>dst='editor_modes' text='Editing Modes'</ref> • <ref>dst='editor_modes' text='Editing Modes'</ref>
• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref> • <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>
• <ref>dst='editor_palette' text='Editor Palette'</ref> • <ref>dst='editor_palette' text='Editor Palette'</ref>
@ -234,13 +229,13 @@ The editor can load most maps from older versions of Wesnoth, but not all. Maps
[topic] [topic]
id=editor_modes id=editor_modes
title= _ "Editing Modes" title= _ "Editing Modes"
text= _ "The editor features two modes of operation:" + _ " text= _ "The editor features two modes of operation:
<header>text='Terrain-only Mode'</header> <header>text='Terrain-only Mode'</header>
Allows only the composing of the terrain map itself and the definition of leader starting positions. Allows only the composing of the terrain map itself and the definition of leader starting positions.
When saved using “Save Map As” and saving to the default directory, the produced map can be found in the “User Maps” game type of the create multiplayer game dialog." + _ " When saved using “Save Map As” and saving to the default directory, the produced map can be found in the “User Maps” game type of the create multiplayer game dialog.
<header>text='Scenario Mode'</header> <header>text='Scenario Mode'</header>
@ -268,17 +263,16 @@ These tools are only available in scenario mode:
• <ref>dst='editor_tool_item' text='Item Tool'</ref> • <ref>dst='editor_tool_item' text='Item Tool'</ref>
• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref> • <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>
• <ref>dst='editor_tool_village' text='Village Tool'</ref> • <ref>dst='editor_tool_village' text='Village Tool'</ref>
• <ref>dst='editor_tool_unit' text='Unit Tool'</ref> • <ref>dst='editor_tool_unit' text='Unit Tool'</ref>"
"
[/topic] [/topic]
# wmllint: markcheck off # wmllint: markcheck off
[topic] [topic]
id=..editor_mode_terrain id=..editor_mode_terrain
title= _ "Terrain Editor" title= _ "Terrain Editor"
text= _ "The terrain editors functionality is similar to a simple paint application." + _ " text= _ "The terrain editors functionality is similar to a simple paint application.
The right-hand sidebar contains, from top to bottom, the mini-map, <ref>dst='editor_toolkit' text='Toolkit'</ref>, tool options, and <ref>dst='editor_palette' text='Palette'</ref>." + _ " The right-hand sidebar contains, from top to bottom, the mini-map, <ref>dst='editor_toolkit' text='Toolkit'</ref>, tool options, and <ref>dst='editor_palette' text='Palette'</ref>.
To get started, refer to the <ref>dst='editor_tool_paint' text='Paint Tool'</ref>s page." To get started, refer to the <ref>dst='editor_tool_paint' text='Paint Tool'</ref>s page."
[/topic] [/topic]
@ -316,14 +310,15 @@ There is a filter function to show only a subset of the available items — this
# wmllint: markcheck on # wmllint: markcheck on
# wmllint: markcheck off # wmllint: markcheck off
# wmlindent: start ignoring
# This section uses << >> quotes so that curly brackets can be used without being interpreted by the preprocessor # This section uses << >> quotes so that curly brackets can be used without being interpreted by the preprocessor
# Note: If you change the following description string or this comment line, run wmllint on this file afterwards and make sure wmllint doesn't "improve" the map_data={...} lines. # Note: If you change the following description string or this comment line, run wmllint on this file afterwards and make sure wmllint doesn't "improve" the map_data={...} lines.
[topic] [topic]
id=map_format id=map_format
title= _ "Wesnoth Map Format" title= _ "Wesnoth Map Format"
text= _ "Wesnoth stores its maps in human readable plain text files." + _ << text= _ "Wesnoth stores its maps in human readable plain text files." + "
<header>text='Native'</header> " + _ <<<header>text='Native'</header>
A map file consists of rows with comma separated terrain code strings. The only non-terrain information provided by the map syntax are the locations created by the <ref>dst='editor_tool_starting' text='Starting Locations Tool'</ref>. The files can be edited with a general purpose text editor like notepad. A map file consists of rows with comma separated terrain code strings. The only non-terrain information provided by the map syntax are the locations created by the <ref>dst='editor_tool_starting' text='Starting Locations Tool'</ref>. The files can be edited with a general purpose text editor like notepad.
@ -334,18 +329,19 @@ These files can be used in a scenarios .cfg file, with the scenarios WML p
• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth 1.14'</italic> • map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth 1.14'</italic>
• map_data="{maps/01_First_Map.map}" <italic>text='— a WML preprocessor include'</italic> • map_data="{maps/01_First_Map.map}" <italic>text='— a WML preprocessor include'</italic>
The <italic>text='map_file'</italic> method is preferred over using a preprocessor include.>> + _ << The <italic>text='map_file'</italic> method is preferred over using a preprocessor include.>> + "
<header>text='Embedded'</header> " + _ <<<header>text='Embedded'</header>
The map data can stored as part of a scenarios .cfg file, directly in the <italic>text='map_data'</italic> attribute. In other words, in the place that the preprocessor would include it when using the preprocessor-include method. The map data can stored as part of a scenarios .cfg file, directly in the <italic>text='map_data'</italic> attribute. In other words, in the place that the preprocessor would include it when using the preprocessor-include method.
<bold>text='Using Embedded Format in Terrain Mode'</bold> <bold>text='Using Embedded Format in Terrain Mode'</bold>
If you are editing the map and not using the Scenario Mode support, then its trivial to move the data to a native map file before opening it in the editor. This conversion is recommended — the editor supports editing the content of map_data while leaving everything else in the file untouched, but this is rarely-used code. Maps opened this way are marked (E) in the Window menu.>> + _ << If you are editing the map and not using the Scenario Mode support, then its trivial to move the data to a native map file before opening it in the editor. This conversion is recommended — the editor supports editing the content of map_data while leaving everything else in the file untouched, but this is rarely-used code. Maps opened this way are marked (E) in the Window menu.>> + "
<bold>text='Using Embedded Format in Scenario Mode'</bold> " + _ <<<bold>text='Using Embedded Format in Scenario Mode'</bold>
TODO.>> TODO: add documentation about the scenario mode.>>
[/topic] [/topic]
# wmlindent: stop ignoring
# wmllint: markcheck on # wmllint: markcheck on