nuked more calls to the old translation API
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parent
af8b4f4e7d
commit
8a26b5b46a
5 changed files with 23 additions and 38 deletions
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@ -154,10 +154,8 @@ void show_objectives(display& disp, config& level_info)
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{
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static const std::string no_objectives(_("No objectives available"));
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const std::string& id = level_info["id"];
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const std::string& lang_name = string_table[id];
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const std::string& name = lang_name.empty() ? level_info["name"] :
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lang_name;
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const std::string& lang_objectives = string_table[id + "_objectives"];
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const std::string& name = level_info["name"];
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const std::string& lang_objectives = level_info["objectives"];
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const std::string& objectives = lang_objectives.empty() ?
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level_info["objectives"] : lang_objectives;
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@ -371,7 +369,7 @@ void save_preview_pane::draw()
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} else if(campaign_type == "tutorial") {
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str << _("Tutorial");
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} else {
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str << translate_string(campaign_type);
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str << campaign_type;
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}
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str << "\n";
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@ -720,7 +718,7 @@ void unit_preview_pane::draw()
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const std::vector<std::string>& abilities = u.type().abilities();
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for(std::vector<std::string>::const_iterator a = abilities.begin(); a != abilities.end(); ++a) {
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details << translate_string_default("ability_" + *a, *a);
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details << *a;
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if(a+1 != abilities.end()) {
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details << ",";
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}
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@ -759,9 +757,9 @@ void unit_preview_pane::draw()
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for(std::vector<attack_type>::const_iterator at_it = attacks.begin();
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at_it != attacks.end(); ++at_it) {
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const std::string& lang_weapon = string_table["weapon_name_" + at_it->name()];
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const std::string& lang_type = string_table["weapon_type_" + at_it->type()];
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const std::string& lang_special = string_table["weapon_special_" + at_it->special()];
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const std::string& lang_weapon = at_it->name();
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const std::string& lang_type = at_it->type();
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const std::string& lang_special = at_it->special();
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details << "\n"
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<< (lang_weapon.empty() ? at_it->name():lang_weapon) << " ("
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<< (lang_type.empty() ? at_it->type():lang_type) << ")\n"
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@ -841,8 +839,7 @@ void show_unit_resistance(display& disp, const unit& u)
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//if resistance is less than 0, display in red
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const char prefix = resistance < 0 ? font::BAD_TEXT : font::NULL_MARKUP;
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const std::string& lang_weapon = string_table["weapon_type_" + i->first];
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const std::string& weap = lang_weapon.empty() ? i->first : lang_weapon;
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const std::string& weap = i->first;
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std::stringstream str;
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str << weap << "," << prefix << resistance << "%";
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@ -889,7 +889,7 @@ void display::draw_unit_details(int x, int y, const gamemap::location& loc,
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const std::vector<std::string>& abilities = u.type().abilities();
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for(std::vector<std::string>::const_iterator a = abilities.begin(); a != abilities.end(); ++a) {
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details << translate_string_default("ability_" + *a, *a) << "\n";
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details << *a << "\n";
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}
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//display in green/white/red depending on hitpoints
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@ -922,9 +922,9 @@ void display::draw_unit_details(int x, int y, const gamemap::location& loc,
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for(std::vector<attack_type>::const_iterator at_it = attacks.begin();
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at_it != attacks.end(); ++at_it) {
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const std::string& lang_weapon = string_table["weapon_name_" + at_it->name()];
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const std::string& lang_type = string_table["weapon_type_" + at_it->type()];
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const std::string& lang_special = string_table["weapon_special_" + at_it->special()];
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const std::string& lang_weapon = at_it->name();
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const std::string& lang_type = at_it->type();
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const std::string& lang_special = at_it->special();
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details << "\n"
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<< (lang_weapon.empty() ? at_it->name():lang_weapon) << " ("
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<< (lang_type.empty() ? at_it->type():lang_type) << ")\n"
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@ -46,11 +46,7 @@ void show_intro(display& screen, const config& data, const config& level)
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bool showing = true;
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const std::string& scenario_id = level["id"];
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const std::string& scenario_name = string_table[scenario_id];
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const std::string& scenario = scenario_name.empty() ? level["name"] :
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scenario_name;
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const std::string& scenario = level["name"];
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for(config::all_children_iterator i = data.ordered_begin();
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i != data.ordered_end() && showing; i++) {
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@ -209,9 +205,7 @@ bool show_intro_part(display& screen, const config& part,
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}
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}
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const std::string& id = part["id"];
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const std::string& lang_story = string_table[id];
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const std::string& story = lang_story.empty() ? part["story"] : lang_story;
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const std::string& story = part["story"];
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const std::vector<std::string> story_chars = split_utf8_string(story);
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std::cerr << story << std::endl;
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@ -75,13 +75,7 @@ multiplayer_game_setup_dialog::multiplayer_game_setup_dialog(
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const config::child_list& levels = cfg.get_children("multiplayer");
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for(config::child_list::const_iterator i = levels.begin(); i != levels.end(); ++i){
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const std::string& id = (**i)["id"];
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const std::string& lang_name = string_table[id];
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if(lang_name.empty() == false)
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options.push_back(lang_name);
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else
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options.push_back((**i)["name"]);
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options.push_back((**i)["name"]);
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}
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//add the 'load game' option
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@ -606,12 +606,12 @@ void turn_info::left_click(const SDL_MouseButtonEvent& event)
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const battle_stats& st = stats.back();
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const std::string& attack_name = translate_string_default("weapon_name_"+st.attack_name,st.attack_name);
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const std::string& attack_type = translate_string_default("weapon_type_"+st.attack_type,st.attack_type);
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const std::string& attack_special = translate_string_default("weapon_special_"+st.attack_special,st.attack_special);
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const std::string& defend_name = translate_string_default("weapon_name_"+st.defend_name,st.defend_name);
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const std::string& defend_type = translate_string_default("weapon_type_"+st.defend_type,st.defend_type);
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const std::string& defend_special = translate_string_default("weapon_special_"+st.defend_special,st.defend_special);
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const std::string& attack_name = st.attack_name;
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const std::string& attack_type = st.attack_type;
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const std::string& attack_special = st.attack_special;
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const std::string& defend_name = st.defend_name;
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const std::string& defend_type = st.defend_type;
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const std::string& defend_special = st.defend_special;
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const std::string& range = gettext(st.range == "Melee" ? N_("melee") : N_("ranged"));
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@ -1679,7 +1679,7 @@ gui::dialog_button_action::RESULT delete_recall_unit::button_pressed(int menu_se
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if(message != "") {
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string_map symbols;
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symbols["noun"] = string_table[u.gender() == unit_race::MALE ? "noun_male" : "noun_female"];
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symbols["noun"] = (u.gender() == unit_race::MALE ? _("him") : _("her"));
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message = config::interpolate_variables_into_string(message,&symbols);
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const int res = gui::show_dialog(disp_,NULL,"",message,gui::YES_NO);
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@ -2052,7 +2052,7 @@ void turn_info::search()
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void turn_info::user_command()
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{
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create_textbox(floating_textbox::TEXTBOX_COMMAND,string_table["command_prompt"] + ":");
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create_textbox(floating_textbox::TEXTBOX_COMMAND,_("prompt|Command:"));
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}
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void turn_info::show_help()
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