Note: If you design the layout of a screen, please keep in mind that translators usually need more space than the English terms do, English is a very space-efficient language. I found that I sometimes have to resort to suboptimal translations because the better ones don't fit into the space reserved for them.
Note 2: I've heard about problems with characters taking up a different amount of screen space on Windows and the PSP, so could someone check whether the German texts are inside their boundaries on the PSP? I can only test on Windows.
- Language is now an option at startup
- "text" line translation for cards made easier, check Res/lang/xx_cards.txt
- TODO: test on PSP/Linux, performance issues ? Allow possibility to change language in options menu
Please note that I don't plan to update this file for future Wagic versions, so if anybody wants to take over, please do. :)
Some files were updated in the process:
- CardGui.cpp - exposed the card rarity info on the alternate render cards to the translation engine. Also switched the color of said info to white on green and blue cards, imho they are much easier to read now.
- GameStateDeckViewer.cpp - exposed the term "Collection" (shown under the scrollbar) to the translation engine.
- GuiPhaseBar.cpp - exposed the strings denoting "your turn", "opponent's turn", "you play", "opponent plays", to the translation engine.
- SimplePad.cpp - exposed the special keys ("Spacebar", "Confirm" etc.) to the translation engine. Had to increase the keypad width to make room for "Abbrechen" (Cancel). I couldn't translate it differently because there's also a *spell* called cancel, and to have a different translation in SimplePad, I would have had to change the official German name of the Cancel spell, which wasn't an option.
- MTGAbility.cpp - exposed the words from which the text of mana-producing abilities is constructed to the translation engine. Please review this one and suggest a better solution - the one I chose is somewhat awkward. The translation works, but when the whole translated sentence is constructed and gets returned, the calling procedure tries to translate it again (all other ability descriptions work this way, translation takes place *after* the string has been returned). However, for mana producing abilities this doesn't work, since the costructed string can take an infinite number of diffeent forms, depending on the mana produced, and we can't translate that. Hence I chose to translate the individual words during construction, with the described side effect that the engine now tries to translate them again later in the process (and the sentence ends up in missing.txt).
- Also, cheat mode menu items now aren't denoted by the ugly "(cheat)" appended to them, instead they are enclosed by asterisks. Uses less space.