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synced 2025-02-11 00:56:37 +00:00
Consistently use *pa for the Pause i18n category
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parent
a5e63e4612
commit
54d0b46224
@ -186,19 +186,19 @@ SaveSlotView::SaveSlotView(int slot, UI::LayoutParams *layoutParams) : UI::Linea
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AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, wq, new UI::LayoutParams(82 * 2, 47 * 2)));
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fv->SetOverlayText(StringFromFormat("%i", slot_ + 1));
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I18NCategory *i = GetI18NCategory("Pause");
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I18NCategory *pa = GetI18NCategory("Pause");
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LinearLayout *buttons = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT));
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buttons->SetSpacing(2.0);
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Add(buttons);
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saveStateButton_ = buttons->Add(new Button(i->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
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saveStateButton_ = buttons->Add(new Button(pa->T("Save State"), new LinearLayoutParams(0.0, G_VCENTER)));
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saveStateButton_->OnClick.Handle(this, &SaveSlotView::OnSaveState);
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fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
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if (SaveState::HasSaveInSlot(slot)) {
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loadStateButton_ = buttons->Add(new Button(i->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
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loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
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loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
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std::string dateStr = SaveState::GetSlotDateAsString(slot_);
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@ -270,7 +270,7 @@ void GamePauseScreen::CreateViews() {
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Margins scrollMargins(0, 20, 0, 0);
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Margins actionMenuMargins(0, 20, 15, 0);
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I18NCategory *gr = GetI18NCategory("Graphics");
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I18NCategory *i = GetI18NCategory("Pause");
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I18NCategory *pa = GetI18NCategory("Pause");
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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@ -291,7 +291,7 @@ void GamePauseScreen::CreateViews() {
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leftColumnItems->Add(new Spacer(0.0));
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if (g_Config.iRewindFlipFrequency > 0) {
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UI::Choice *rewindButton = leftColumnItems->Add(new Choice(i->T("Rewind")));
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UI::Choice *rewindButton = leftColumnItems->Add(new Choice(pa->T("Rewind")));
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rewindButton->SetEnabled(SaveState::CanRewind());
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rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
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}
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@ -304,22 +304,22 @@ void GamePauseScreen::CreateViews() {
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rightColumnItems->SetSpacing(0.0f);
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if (getUMDReplacePermit()) {
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rightColumnItems->Add(new Choice(i->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
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rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
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}
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Choice *continueChoice = rightColumnItems->Add(new Choice(i->T("Continue")));
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Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue")));
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root_->SetDefaultFocusView(continueChoice);
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continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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if (g_Config.hasGameConfig(gameId)) {
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rightColumnItems->Add(new Choice(i->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(i->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
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rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
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} else {
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rightColumnItems->Add(new Choice(i->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(i->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
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rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
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rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
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}
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if (g_Config.bEnableCheats) {
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rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
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rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
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}
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// TODO, also might be nice to show overall compat rating here?
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@ -329,7 +329,7 @@ void GamePauseScreen::CreateViews() {
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rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
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}
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rightColumnItems->Add(new Spacer(25.0));
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rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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}
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UI::EventReturn GamePauseScreen::OnGameSettings(UI::EventParams &e) {
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@ -368,7 +368,7 @@ UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
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if (SaveState::HasSaveInSlot(slot)) {
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std::string fn = v->GetScreenshotFilename();
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std::string title = v->GetScreenshotTitle();
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I18NCategory *p = GetI18NCategory("Pause");
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I18NCategory *pa = GetI18NCategory("Pause");
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Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), p);
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screenManager()->push(screen);
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}
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