Consistently use *pa for the Pause i18n category

This commit is contained in:
vnctdj 2015-07-02 00:13:35 +02:00
parent a5e63e4612
commit 54d0b46224

View File

@ -186,19 +186,19 @@ SaveSlotView::SaveSlotView(int slot, UI::LayoutParams *layoutParams) : UI::Linea
AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, wq, new UI::LayoutParams(82 * 2, 47 * 2)));
fv->SetOverlayText(StringFromFormat("%i", slot_ + 1));
I18NCategory *i = GetI18NCategory("Pause");
I18NCategory *pa = GetI18NCategory("Pause");
LinearLayout *buttons = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
buttons->SetSpacing(2.0);
Add(buttons);
saveStateButton_ = buttons->Add(new Button(i->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState);
fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
if (SaveState::HasSaveInSlot(slot)) {
loadStateButton_ = buttons->Add(new Button(i->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
std::string dateStr = SaveState::GetSlotDateAsString(slot_);
@ -270,7 +270,7 @@ void GamePauseScreen::CreateViews() {
Margins scrollMargins(0, 20, 0, 0);
Margins actionMenuMargins(0, 20, 15, 0);
I18NCategory *gr = GetI18NCategory("Graphics");
I18NCategory *i = GetI18NCategory("Pause");
I18NCategory *pa = GetI18NCategory("Pause");
root_ = new LinearLayout(ORIENT_HORIZONTAL);
@ -291,7 +291,7 @@ void GamePauseScreen::CreateViews() {
leftColumnItems->Add(new Spacer(0.0));
if (g_Config.iRewindFlipFrequency > 0) {
UI::Choice *rewindButton = leftColumnItems->Add(new Choice(i->T("Rewind")));
UI::Choice *rewindButton = leftColumnItems->Add(new Choice(pa->T("Rewind")));
rewindButton->SetEnabled(SaveState::CanRewind());
rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
}
@ -304,22 +304,22 @@ void GamePauseScreen::CreateViews() {
rightColumnItems->SetSpacing(0.0f);
if (getUMDReplacePermit()) {
rightColumnItems->Add(new Choice(i->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
}
Choice *continueChoice = rightColumnItems->Add(new Choice(i->T("Continue")));
Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue")));
root_->SetDefaultFocusView(continueChoice);
continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
std::string gameId = g_paramSFO.GetValueString("DISC_ID");
if (g_Config.hasGameConfig(gameId)) {
rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(i->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
} else {
rightColumnItems->Add(new Choice(i->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(i->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
}
if (g_Config.bEnableCheats) {
rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
}
// TODO, also might be nice to show overall compat rating here?
@ -329,7 +329,7 @@ void GamePauseScreen::CreateViews() {
rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
}
rightColumnItems->Add(new Spacer(25.0));
rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
}
UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
@ -368,7 +368,7 @@ UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
if (SaveState::HasSaveInSlot(slot)) {
std::string fn = v->GetScreenshotFilename();
std::string title = v->GetScreenshotTitle();
I18NCategory *p = GetI18NCategory("Pause");
I18NCategory *pa = GetI18NCategory("Pause");
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), p);
screenManager()->push(screen);
}