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