The language screen has a "Press Space, Z, or V to select" hint, which
I forgot to update for supporting button glyphs in #943, so this commit
does.
<action_hint>Press Space, Z, or V to select</action_hint>
<gamepad_hint>Press {button} to select</gamepad_hint>
This was easier than I expected - just add an optional buttons="1"
attribute to cutscenes.xml. It's treated like the speaker attribute -
it's only there as context for the translator, and for the cutscene
test.
If your language has a bigger font, the max attribute isn't really
helpful to you as a translator, so the sync feature adds a special
max_local attribute which is accurate to the font size. This was
already documented in advance.
If used, we now also write an attribute in the root tag of strings.xml
and strings_plural.xml, that looks like max_local_for="12x12". I
decided to add this attribute after finding out the Excel macros would
be really hard to change to only show a max_local column if it is ever
used (it'd need to look ahead through the strings until it finds a
string with a max, or remove the column if no string has used it), but
it's also a convenience for translators.
meta.xml can now have a <font> tag, which gives the name of the font
that the language needs. This will directly control the interface font
when the language is active, and will soon also control the font used
for each option on the language screen.
The following functions were moved directly:
- next_wrap
- next_wrap_s
- string_wordwrap
- string_wordwrap_balanced
- string_unwordwrap
These ones will probably still need get a flags argument, except for
string_unwordwrap (since they need to know what font we're talking
about.
The implementation of graphics.len has also been moved to Font.cpp,
but graphics.len still exists for now and is deprecated.
This allows translators to test all text boxes in the scripts. It
doesn't run the scripts themselves - it only shows the basic appearance
of each text box individually, so context may be lost but it's good to
have a way to see any text boxes that might otherwise not be easily
seen because they require specific circumstances to appear.
I wanted to not complicate the system with different string cases (like
cgettext) if possible, and I have been able to keep the main strings a
simple English=Translation mapping thus far, but apparently strings
like "Rescued!" (which are one string in English), have to be
translated for the correct gender in some languages. So this was a good
time to add support for string cases anyway.
It's a number that can be given to a string to specify the specific
case it's used, to disambiguate identical English keys. In the case of
"Rescued!" and "Missing...", male versions of the string are case 1,
female versions are case 2, and Viridian being missing is case 3. Of
course, if a language doesn't need to use different variants, it can
simply fill in the same string for the different cases.
If any other string needs to switch to different cases: distinguish
them in the English strings.xml with the case="N" attribute (N=1 and
higher), sync language files from the translator menu (existing
translations for the uncased string will simply be copied to all cases)
and change loc::gettext("...") to loc::gettext_case("...", 1),
loc::gettext_case("...", 2), etc.