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Localization: Not always possible? #152
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Too bad gettext doesn't have a way to add comments like this field needs to be abbreviated if more than 8 letters. I would probably say keep it translated and hope the translators try it out first? |
I increased the text for the "Equip", "Optimize", "Remove" and "Empty" menus (each of them appends the text " There are two parts to this:
I'm still looking into this, but it requires changes in several places because localized text on the other sections, like items (red, below) and status (blue, below) will spill over: |
The above work has convinced me that our fonts need to include an ellipsis (a Does anyone know how the fonts (fonts.png) were generated? |
I'm pretty sure its just manually created. It would probably work if we added to glyph_lookup https://github.com/OnlineCop/kq-fork/blob/road_to_1.0/src/draw.cpp#L73 and added in a ellipsis character to fonts.png The accented characters at the end of fonts.png do not appear to be following the ascii order so its kind of a puzzle. |
I finally got it to work to add … feature/add_ellipsis |
Is this issue ready to be closed? |
#154 fixed a single menu; I don't know whether we want to keep this open as a Story with multiple sub-components, or count it as complete for now, and reopen once the remainder of the menus get overhauls. |
When you go to equip a player, there are four options across the top: Equip, Optimize, Remove and Empty.
The rectangles drawn around them are very precise (barely fit around "Optimize"), and localized text which exceeds about 8 letters long will draw outside of that area.
I'm fine with dynamic text, such as that found within Lua dialogue, being wrapped in the gettext.h
_("...")
macro, but I wonder whether we should forego text within menus from the same translation?The text was updated successfully, but these errors were encountered: