Fixed traslation code of deck descriptions for new deckmenu.

This commit is contained in:
linshier
2010-11-09 11:19:06 +00:00
parent 164f2c5205
commit c71f8f4a46
4 changed files with 33 additions and 23 deletions

View File

@@ -118,7 +118,7 @@ NO DECK AVAILABLE,=û
PRESS CIRCLE TO GO TO THE DECK EDITOR!=按○键返回套牌编辑界面!
# Opponent deck menu:
Choose Opponent=选择对手
Choose Your Opponent=选择对手
##(easy)=(简单)
##(hard)=(困难)
Random=随机
@@ -311,12 +311,15 @@ AN ERROR OCCURRED, CHECK FILE NAMES=
##########################
# Deck editor menu:
Choose Deck To Edit=选择要编辑的套牌
--NEW--=-新建套牌-
Save=保存套牌
Save & Rename=套牌另存为
Switch decks without saving=放弃保存转到其他套牌
##*Complete collection & reset*=
Rename deck=重命名套牌
Switch Decks=放弃保存转到其他套牌
Rename Deck=重命名套牌
Save & Quit Editor=保存套牌并退出编辑器
Save As AI Deck=保存为AI套牌
Quit Editor=退出编辑器
# Info layer - directional keys:
Prev. edition=上种颜色

View File

@@ -6,6 +6,22 @@
# - 套牌说明部分词条按英文字母排序
# - 本文件采用GB2312编码格式使用非该字符集的汉字游戏将无法显示
##########################
# DECK EDITOR #
##########################
Filter By...=定位你要寻找的卡牌。
Switch Decks=放弃对当前套牌的修改,@以查看其他套牌。
Rename Deck=更改套牌名称。
Save & Quit Editor=保存对当前套牌的修改,@并返回主菜单。
Save As AI Deck=所有的改变将成定居。
Quit Editor=放弃对当前套牌的修改,@并返回主菜单。
Cancel=关闭该菜单。
##########################
# AI DECK #
##########################
Air Sea Battle=准备面对仙灵和人鱼的恐怖吧。
Alliance=在班特城堡,亚莎的祷者@发出战斗的号召。@请准备面对班特之光吧!
Allied Warriors=作为一支山地,森林,@海洋,天空的联合军队@@"统一战线是我们的力量"

View File

@@ -213,7 +213,12 @@ void DeckMenu::Update(float dt){
void DeckMenu::Add(int id, const char * text,string desc, bool forceFocus, DeckMetaData * deckMetaData) {
DeckMenuItem * menuItem = NEW DeckMenuItem(this, id, fontId, text, 0, mY + kVerticalMargin + mCount*kLineHeight, (mCount == 0), autoTranslate, deckMetaData);
menuItem->desc = deckMetaData ? deckMetaData->getDescription() : desc;
Translator * t = Translator::GetInstance();
map<string,string>::iterator it = t->deckValues.find(text);
if (it != t->deckValues.end()) //translate decks desc
menuItem->desc = it->second;
else
menuItem->desc = deckMetaData ? deckMetaData->getDescription() : desc;
JGuiController::Add(menuItem);
if (mCount <= maxItems)
@@ -253,4 +258,4 @@ void DeckMenu::destroy(){
DeckMenu::~DeckMenu()
{
SAFE_DELETE(scroller);
}
}

View File

@@ -79,19 +79,12 @@ vector<DeckMetaData *> GameState::getValidDeckMetaData( const string& path, cons
void GameState::renderDeckMenu ( SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
{
int deckNumber = 1;
Translator * t = Translator::GetInstance();
map<string,string>::iterator it;
for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
{
DeckMetaData * deckMetaData = *i;
string deckName = deckMetaData -> getName();
string deckDescription = deckMetaData -> getDescription();
//translate decks desc
it = t->deckValues.find(deckName);
if (it != t->deckValues.end())
_menu->Add(deckNumber++, deckName.c_str(), it->second);
else
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str());
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str());
}
}
@@ -100,20 +93,13 @@ void GameState::renderDeckMenu ( SimpleMenu * _menu, const vector<DeckMetaData *
void GameState::renderDeckMenu ( DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
{
int deckNumber = 1;
Translator * t = Translator::GetInstance();
map<string,string>::iterator it;
for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
{
DeckMetaData * deckMetaData = *i;
string deckName = deckMetaData -> getName();
string deckDescription = deckMetaData -> getDescription();
int deckId = deckMetaData -> getDeckId();
//translate decks desc
it = t->deckValues.find(deckName);
if (it != t->deckValues.end())
_menu->Add(deckNumber++, deckName.c_str(), it->second, false, deckMetaData);
else
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str(), false, deckMetaData);
//int deckId = deckMetaData -> getDeckId(); //do we need this?
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str(), false, deckMetaData);
}
}