HUGO: Introduce I18N comments to improved mapping labels

Remove title case and add I18N comments for keymap labels
This commit is contained in:
NabeelShabbir 2024-07-08 21:33:26 +05:00 committed by Filippos Karapetis
parent 08e8c4534a
commit 8eba446e5d

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@ -89,69 +89,69 @@ Common::KeymapArray HugoMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Hugo;
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "hugo-main", "HUGO main");
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game Keymappings"));
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "hugo-default", _("Default keymappings"));
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Action *act;
act = new Action(kStandardActionLeftClick, _("Left Click"));
act = new Action(kStandardActionLeftClick, _("Left click"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
act->addDefaultInputMapping("KP_PLUS");
engineKeyMap->addAction(act);
act = new Action(kStandardActionRightClick, _("Right Click"));
act = new Action(kStandardActionRightClick, _("Right click"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
act->addDefaultInputMapping("KP_MINUS");
engineKeyMap->addAction(act);
act = new Action("USERHELP", _("User Help"));
act = new Action("USERHELP", _("User help"));
act->setCustomEngineActionEvent(kActionUserHelp);
act->addDefaultInputMapping("F1");
act->addDefaultInputMapping("JOY_Y");
engineKeyMap->addAction(act);
act = new Action("TOGGLESOUND", _("Toggle Sound"));
act = new Action("TOGGLESOUND", _("Toggle sound"));
act->setCustomEngineActionEvent(kActionToggleSound);
act->addDefaultInputMapping("F2");
engineKeyMap->addAction(act);
act = new Action("REPEATLINE", _("Repeat Last Line"));
act = new Action("REPEATLINE", _("Repeat last line"));
act->setCustomEngineActionEvent(kActionRepeatLine);
act->addDefaultInputMapping("F3");
act->addDefaultInputMapping("JOY_RIGHT_STICK");
engineKeyMap->addAction(act);
act = new Action("SAVEGAME", _("Save Game"));
act = new Action("SAVEGAME", _("Save game"));
act->setCustomEngineActionEvent(kActionSaveGame);
act->addDefaultInputMapping("F4");
act->addDefaultInputMapping("C+s");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
engineKeyMap->addAction(act);
act = new Action("RESTOREGAME", _("Restore Game"));
act = new Action("RESTOREGAME", _("Restore game"));
act->setCustomEngineActionEvent(kActionRestoreGame);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("C+l");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
engineKeyMap->addAction(act);
act = new Action("NEWGAME", _("New Game"));
act = new Action("NEWGAME", _("New game"));
act->setCustomEngineActionEvent(kActionNewGame);
act->addDefaultInputMapping("C+n");
act->addDefaultInputMapping("JOY_GUIDE");
engineKeyMap->addAction(act);
act = new Action("INVENTORY", _("Show Inventory"));
act = new Action("INVENTORY", _("Show inventory"));
act->setCustomEngineActionEvent(kActionInventory);
act->addDefaultInputMapping("F6");
act->addDefaultInputMapping("JOY_X");
engineKeyMap->addAction(act);
act = new Action("TURBOMODE", _("Turbo Mode"));
act = new Action("TURBOMODE", _("Turbo mode"));
act->setCustomEngineActionEvent(kActionToggleTurbo);
act->addDefaultInputMapping("F8");
act->addDefaultInputMapping("JOY_LEFT_STICK");
@ -163,50 +163,58 @@ Common::KeymapArray HugoMetaEngine::initKeymaps(const char *target) const {
act->addDefaultInputMapping("JOY_BACK");
engineKeyMap->addAction(act);
act = new Action("MOVETOP", _("Move Top"));
// I18N: Move actor in the top direction
act = new Action("MOVETOP", _("Move to top"));
act->setCustomEngineActionEvent(kActionMoveTop);
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
gameKeyMap->addAction(act);
act = new Action("MOVEBOTTOM", _("Move Bottom"));
// I18N: Move actor in the bottom direction
act = new Action("MOVEBOTTOM", _("Move to bottom"));
act->setCustomEngineActionEvent(kActionMoveBottom);
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
gameKeyMap->addAction(act);
act = new Action("MOVELEFT", _("Move Left"));
// I18N: Move actor in the left direction
act = new Action("MOVELEFT", _("Move to left"));
act->setCustomEngineActionEvent(kActionMoveLeft);
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
gameKeyMap->addAction(act);
act = new Action("MOVERIGHT", _("Move Right"));
// I18N: Move actor in the right direction
act = new Action("MOVERIGHT", _("Move to right"));
act->setCustomEngineActionEvent(kActionMoveRight);
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
gameKeyMap->addAction(act);
act = new Action("MOVETOPLEFT", _("Move Top Left"));
// I18N: Move actor in the top-left direction
act = new Action("MOVETOPLEFT", _("Move to top left"));
act->setCustomEngineActionEvent(kActionMoveTopLeft);
act->addDefaultInputMapping("KP7");
gameKeyMap->addAction(act);
act = new Action("MOVETOPRIGHT", _("Move Top Right"));
// I18N: Move actor in the top-right direction
act = new Action("MOVETOPRIGHT", _("Move to top right"));
act->setCustomEngineActionEvent(kActionMoveTopRight);
act->addDefaultInputMapping("KP9");
gameKeyMap->addAction(act);
act = new Action("MOVEBTMLEFT", _("Move Bottom Left"));
// I18N: Move actor in the bottom-left direction
act = new Action("MOVEBTMLEFT", _("Move to bottom left"));
act->setCustomEngineActionEvent(kActionMoveBottomLeft);
act->addDefaultInputMapping("KP1");
gameKeyMap->addAction(act);
act = new Action("MOVEBTMRIGHT", _("Move Bottom Right"));
// I18N: Move actor in the bottom-right direction
act = new Action("MOVEBTMRIGHT", _("Move to bottom right"));
act->setCustomEngineActionEvent(kActionMoveBottomRight);
act->addDefaultInputMapping("KP3");
gameKeyMap->addAction(act);