Fixed: Display of emotes using the same character case as in translations and showing corresponding command to type

--HG--
branch : develop
hg/feature/material-editor
kervala 9 years ago
parent ba7b4094ef
commit be92ac8e60

@ -2904,6 +2904,32 @@ struct CEmoteEntry
}
};
static bool translateEmote(const std::string &id, ucstring &translatedName, std::string &commandName, std::string &commandNameAlt)
{
if (CI18N::hasTranslation(id))
{
translatedName = CI18N::get(id);
// convert command to utf8 since emote translation can have strange chars
commandName = toLower(translatedName).toUtf8();
// replace all spaces by _
while (strFindReplace(commandName, " ", "_"));
// TODO: remove accents
commandNameAlt = commandName;
if (commandNameAlt == commandName) commandNameAlt.clear();
return true;
}
translatedName = id;
commandName = id;
return false;
}
// ***************************************************************************
void CInterfaceManager::initEmotes()
{
@ -2979,11 +3005,16 @@ void CInterfaceManager::initEmotes()
nbToken++;
CGroupMenu *pRootMenu = dynamic_cast<CGroupMenu*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:user_chat_emote_menu"));
pRootMenu->setProperty("case_mode", "0");
nlassert(pRootMenu);
CGroupSubMenu *pMenu = pRootMenu->getRootMenu();
nlassert(pMenu);
ucstring sTranslatedName;
std::string sCommandName;
std::string sCommandNameAlt;
// Add to the game context menu
// ----------------------------
for (i = 0; i < nbToken; ++i)
@ -3021,8 +3052,10 @@ void CInterfaceManager::initEmotes()
}
else
{
translateEmote(sTmp, sTranslatedName, sCommandName, sCommandNameAlt);
// Create a line
pMenu->addLine ("/" + CI18N::get(sTmp), "emote",
pMenu->addLine (sTranslatedName + " (/" + ucstring::makeFromUtf8(sCommandName) + ")", "emote",
"nb="+toString(nEmoteNb)+"|behav="+toString(nBehav), sTmp);
}
}
@ -3035,24 +3068,41 @@ void CInterfaceManager::initEmotes()
}
}
if (sTranslatedName.empty())
translateEmote(sName, sTranslatedName, sCommandName, sCommandNameAlt);
// Create new command
// ------------------
if (CI18N::hasTranslation(sName))
if (!sTranslatedName.empty())
{
CGroupSubMenu *pMenu = pRootMenu->getRootMenu();
if(ICommand::exists(sCommandName))
{
nlwarning("Translation for emote %s already exist: '%s' exist twice", sName.c_str(), sCommandName.c_str());
}
else
{
CEmoteCmd *pNewCmd = new CEmoteCmd(sCommandName.c_str(), "", "");
pNewCmd->EmoteNb = nEmoteNb;
pNewCmd->Behaviour = nBehav;
_EmoteCmds.push_back(pNewCmd);
// convert command to utf8 since emote translation can have strange chars
string cmdName = (toLower(CI18N::get(sName))).toUtf8();
if(ICommand::exists(cmdName))
// add alternative command if defined
if (!sCommandNameAlt.empty())
{
if(ICommand::exists(sCommandNameAlt))
{
nlwarning("Translation for emote %s already exist: '%s' exist twice", sName.c_str(), cmdName.c_str());
nlwarning("Translation for emote %s already exist: '%s' exist twice", sName.c_str(), sCommandName.c_str());
}
else
{
CEmoteCmd *pNewCmd = new CEmoteCmd(cmdName.c_str(), "", "");
CEmoteCmd *pNewCmd = new CEmoteCmd(sCommandNameAlt.c_str(), "", "");
pNewCmd->EmoteNb = nEmoteNb;
pNewCmd->Behaviour = nBehav;
_EmoteCmds.push_back(pNewCmd);
}
}
CGroupSubMenu *pMenu = pRootMenu->getRootMenu();
// Quick-Emote too ?
for (i = 0; i< pMenu->getNumLine (); i++)
@ -3061,7 +3111,7 @@ void CInterfaceManager::initEmotes()
{
// Yeah that's a quick emote too; set command
pMenu->addLineAtIndex (i,
"@{FFFF}/" + toLower(CI18N::get(sName)),
"@{FFFF}/" + ucstring::makeFromUtf8(sCommandName),
"emote", "nb="+toString(nEmoteNb)+"|behav="+toString(nBehav),
"", "", "", false, false, true);

Loading…
Cancel
Save