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localize difficulty name in save menu (#263)

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poly000 2024-03-25 19:41:21 +08:00 committed by GitHub
parent 1f288e2a39
commit 08f086bfc4
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4 changed files with 31 additions and 36 deletions

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@ -40,7 +40,9 @@
"title": "Select Difficulty",
"easy": "Easy",
"normal": "Normal",
"hard": "Hard"
"hard": "Hard",
"difficulty_name": "Difficulty: {difficulty}",
"unknown": "(unknown)"
},
"coop_menu": {
"title": "Select Number of Players",

View file

@ -40,7 +40,9 @@
"title": "難易度選択",
"easy": "簡単",
"normal": "普通",
"hard": "難しい"
"hard": "難しい",
"difficulty_name": "難易度: {difficulty}",
"unknown": "(未知)"
},
"coop_menu": {
"title": "プレイヤー数を選択",

View file

@ -17,11 +17,7 @@ impl Default for Locale {
Locale {
code: "en".to_owned(),
name: "English".to_owned(),
font: FontData {
path: String::new(),
scale: 1.0,
space_offset: 0.0
},
font: FontData { path: String::new(), scale: 1.0, space_offset: 0.0 },
strings: HashMap::new(),
}
}
@ -65,6 +61,7 @@ impl Locale {
strings
}
/// if the key does not exists, return the origin key instead
pub fn t<'a: 'b, 'b>(&'a self, key: &'b str) -> &'b str {
if let Some(str) = self.strings.get(key) {
str

View file

@ -597,20 +597,18 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
#[cfg(target_os = "android")]
{
state
.font
.builder()
.x(self.x as f32 - 25.0)
.y(y)
.shadow(true)
.draw("<", ctx, &state.constants, &mut state.texture_set)?;
state
.font
.builder()
.x((self.x + self.width as isize) as f32 + 15.0)
.y(y)
.shadow(true)
.draw(">", ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().x(self.x as f32 - 25.0).y(y).shadow(true).draw(
"<",
ctx,
&state.constants,
&mut state.texture_set,
)?;
state.font.builder().x((self.x + self.width as isize) as f32 + 15.0).y(y).shadow(true).draw(
">",
ctx,
&state.constants,
&mut state.texture_set,
)?;
}
}
MenuEntry::NewSave => {
@ -677,17 +675,17 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
);
batch.draw(ctx)?;
} else {
let mut difficulty_name: String = "Difficulty: ".to_owned();
match save.difficulty {
0 => difficulty_name.push_str("Normal"),
2 => difficulty_name.push_str("Easy"),
4 => difficulty_name.push_str("Hard"),
_ => difficulty_name.push_str("(unknown)"),
}
let difficulty = match save.difficulty {
0 => state.loc.t("menus.difficulty_menu.normal"),
2 => state.loc.t("menus.difficulty_menu.easy"),
4 => state.loc.t("menus.difficulty_menu.hard"),
_ => state.loc.t("menus.difficulty_menu.unknown"),
};
let difficulty_name =
state.loc.tt("menus.difficulty_menu.difficulty_name", &[("difficulty", &difficulty)]);
state.font.builder().position(self.x as f32 + 20.0, y + 10.0).draw(
difficulty_name.as_str(),
&difficulty_name,
ctx,
&state.constants,
&mut state.texture_set,
@ -770,11 +768,7 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
state: &mut SharedGameState,
) -> MenuSelectionResult<T> {
// the engine does 4 times more ticks during cutscene skipping
let max_anim_wait = if state.textscript_vm.flags.cutscene_skip() {
32
} else {
8
};
let max_anim_wait = if state.textscript_vm.flags.cutscene_skip() { 32 } else { 8 };
self.anim_wait += 1;
if self.anim_wait > max_anim_wait {