From 69f8ff1200926fe51e1d4c084bd8145e3baf6435 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Sun, 28 Jun 2020 03:17:40 -0400 Subject: [PATCH] CExportGameDialog: Mark strings as translatable where applicable --- src/Editor/CExportGameDialog.cpp | 96 +++++++++++++++++--------------- 1 file changed, 50 insertions(+), 46 deletions(-) diff --git a/src/Editor/CExportGameDialog.cpp b/src/Editor/CExportGameDialog.cpp index 8c741abe..366905ca 100644 --- a/src/Editor/CExportGameDialog.cpp +++ b/src/Editor/CExportGameDialog.cpp @@ -34,7 +34,7 @@ CExportGameDialog::CExportGameDialog(const QString& rkIsoPath, const QString& rk InitUI(rkExportDir); TString IsoName = TO_TSTRING(rkIsoPath).GetFileName(); - setWindowTitle(QString("Export Settings - %1").arg( TO_QSTRING(IsoName) )); + setWindowTitle(tr("Export Settings - %1").arg(TO_QSTRING(IsoName))); } else { @@ -69,14 +69,14 @@ void CExportGameDialog::InitUI(QString ExportDir) // Info boxes mpUI->GameTitleLineEdit->setText( TO_QSTRING(mGameTitle) ); mpUI->GameIdLineEdit->setText( TO_QSTRING(mGameID) ); - mpUI->BuildVersionLineEdit->setText( QString("%1 (%2)").arg(mBuildVer).arg( TO_QSTRING(GameInfo.GetBuildName(mBuildVer, mRegion)) )); - mpUI->RegionLineEdit->setText( TEnumReflection::ConvertValueToString(mRegion) ); + mpUI->BuildVersionLineEdit->setText(tr("%1 (%2)").arg(mBuildVer).arg(TO_QSTRING(GameInfo.GetBuildName(mBuildVer, mRegion)))); + mpUI->RegionLineEdit->setText(TEnumReflection::ConvertValueToString(mRegion)); // Disc tree widget nod::IPartition *pPartition = mpDisc->getDataPartition(); ASSERT(pPartition); - QTreeWidgetItem *pTreeRoot = new QTreeWidgetItem((QTreeWidgetItem*) nullptr, QStringList(QString("Disc"))); + auto* pTreeRoot = new QTreeWidgetItem((QTreeWidgetItem*)nullptr, QStringList(tr("Disc"))); mpUI->DiscFstTreeWidget->addTopLevelItem(pTreeRoot); const nod::Node *pkDiscRoot = &pPartition->getFSTRoot(); @@ -214,7 +214,7 @@ bool CExportGameDialog::ValidateGame() if (mGame == EGame::PrimeDemo || mGame == EGame::EchoesDemo || mGame == EGame::CorruptionProto) { // we cannot parent the error message box to ourselves because this window hasn't been shown - UICommon::ErrorMsg(parentWidget(), "The demo builds are currently not supported."); + UICommon::ErrorMsg(parentWidget(), tr("The demo builds are currently not supported.")); return false; } @@ -224,22 +224,22 @@ bool CExportGameDialog::ValidateGame() bool CExportGameDialog::RequestWiiPortGame() { QDialog Dialog; - Dialog.setWindowTitle("Select Game"); + Dialog.setWindowTitle(tr("Select Game")); - bool IsTrilogy = (mGame == EGame::Invalid); - bool HasMP1 = (IsTrilogy || mGame == EGame::Prime); - bool HasMP2 = (IsTrilogy || mGame == EGame::Echoes); - bool HasMP3 = IsTrilogy; + const bool IsTrilogy = (mGame == EGame::Invalid); + const bool HasMP1 = (IsTrilogy || mGame == EGame::Prime); + const bool HasMP2 = (IsTrilogy || mGame == EGame::Echoes); + const bool HasMP3 = IsTrilogy; - QString GameName = (IsTrilogy ? "Metroid Prime: Trilogy" : "Wii de Asobu"); - QString LabelText = QString("You have selected a %1 ISO. Please pick a game to export:").arg(GameName); + const QString GameName = (IsTrilogy ? tr("Metroid Prime: Trilogy") : tr("Wii de Asobu")); + const QString LabelText = tr("You have selected a %1 ISO. Please pick a game to export:").arg(GameName); QLabel Label(LabelText, &Dialog); QComboBox ComboBox(&Dialog); - ComboBox.addItem("Front End"); - if (HasMP1) ComboBox.addItem("Metroid Prime"); - if (HasMP2) ComboBox.addItem("Metroid Prime 2: Echoes"); - if (HasMP3) ComboBox.addItem("Metroid Prime 3: Corruption"); + ComboBox.addItem(tr("Front End")); + if (HasMP1) ComboBox.addItem(tr("Metroid Prime")); + if (HasMP2) ComboBox.addItem(tr("Metroid Prime 2: Echoes")); + if (HasMP3) ComboBox.addItem(tr("Metroid Prime 3: Corruption")); QDialogButtonBox ButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel, &Dialog); connect(&ButtonBox, SIGNAL(accepted()), &Dialog, SLOT(accept())); connect(&ButtonBox, SIGNAL(rejected()), &Dialog, SLOT(reject())); @@ -250,7 +250,7 @@ bool CExportGameDialog::RequestWiiPortGame() Layout.addWidget(&ButtonBox); Dialog.setLayout(&Layout); - int Result = Dialog.exec(); + const int Result = Dialog.exec(); if (Result == QDialog::Accepted) { @@ -276,7 +276,8 @@ bool CExportGameDialog::RequestWiiPortGame() return true; } - else return false; + + return false; } float CExportGameDialog::FindBuildVersion() @@ -332,8 +333,8 @@ void CExportGameDialog::RecursiveAddToTree(const nod::Node *pkNode, QTreeWidgetI }); // Add nodes to tree - static const QIcon skFileIcon = QIcon(":/icons/New_16px.svg"); - static const QIcon skDirIcon = QIcon(":/icons/Open_16px.svg"); + static const QIcon skFileIcon{QStringLiteral(":/icons/New_16px.svg")}; + static const QIcon skDirIcon{QStringLiteral(":/icons/Open_16px.svg")}; for (auto Iter = NodeList.begin(); Iter != NodeList.end(); Iter++) { @@ -342,9 +343,9 @@ void CExportGameDialog::RecursiveAddToTree(const nod::Node *pkNode, QTreeWidgetI if (!mpExporter->ShouldExportDiscNode(pkNode, pParent->parent() == nullptr)) continue; - bool IsDir = pkNode->getKind() == nod::Node::Kind::Directory; + const bool IsDir = pkNode->getKind() == nod::Node::Kind::Directory; - QTreeWidgetItem *pItem = new QTreeWidgetItem(pParent, QStringList(QString::fromStdString(pkNode->getName().data())) ); + auto* pItem = new QTreeWidgetItem(pParent, QStringList(QString::fromStdString(pkNode->getName().data()))); pItem->setIcon(0, QIcon(IsDir ? skDirIcon : skFileIcon)); if (IsDir) @@ -354,47 +355,50 @@ void CExportGameDialog::RecursiveAddToTree(const nod::Node *pkNode, QTreeWidgetI void CExportGameDialog::BrowseOutputDirectory() { - QString NewOutputDir = UICommon::OpenDirDialog(this, "Choose export directory"); - if (!NewOutputDir.isEmpty()) mpUI->OutputDirectoryLineEdit->setText(NewOutputDir); + const QString NewOutputDir = UICommon::OpenDirDialog(this, tr("Choose export directory")); + if (!NewOutputDir.isEmpty()) + mpUI->OutputDirectoryLineEdit->setText(NewOutputDir); } void CExportGameDialog::BrowseAssetNameMap() { - QString Filter = "*." + TO_QSTRING(CAssetNameMap::GetExtension()); - QString NewNameMap = UICommon::OpenFileDialog(this, "Choose Asset Name Map", Filter); - if (!NewNameMap.isEmpty()) mpUI->AssetNameMapLineEdit->setText(NewNameMap); + const QString Filter = "*." + TO_QSTRING(CAssetNameMap::GetExtension()); + const QString NewNameMap = UICommon::OpenFileDialog(this, tr("Choose Asset Name Map"), Filter); + if (!NewNameMap.isEmpty()) + mpUI->AssetNameMapLineEdit->setText(NewNameMap); } void CExportGameDialog::BrowseGameEditorInfo() { - QString Filter = "*." + TO_QSTRING(CGameInfo::GetExtension()); - QString NewGameInfo = UICommon::OpenFileDialog(this, "Choose Game Editor Info", Filter); - if (!NewGameInfo.isEmpty()) mpUI->GameEditorInfoLineEdit->setText(NewGameInfo); + const QString Filter = "*." + TO_QSTRING(CGameInfo::GetExtension()); + const QString NewGameInfo = UICommon::OpenFileDialog(this, tr("Choose Game Editor Info"), Filter); + if (!NewGameInfo.isEmpty()) + mpUI->GameEditorInfoLineEdit->setText(NewGameInfo); } void CExportGameDialog::Export() { - QString ExportDir = mpUI->OutputDirectoryLineEdit->text(); - QString NameMapPath = mpUI->AssetNameMapLineEdit->text(); - QString GameInfoPath = mpUI->GameEditorInfoLineEdit->text(); + const QString ExportDir = mpUI->OutputDirectoryLineEdit->text(); + const QString NameMapPath = mpUI->AssetNameMapLineEdit->text(); + const QString GameInfoPath = mpUI->GameEditorInfoLineEdit->text(); // Validate export dir if (ExportDir.isEmpty()) { - UICommon::ErrorMsg(this, "Please specify an empty output directory!"); + UICommon::ErrorMsg(this, tr("Please specify an empty output directory!")); return; } - else if (!FileUtil::IsEmpty( TO_TSTRING(ExportDir) )) + if (!FileUtil::IsEmpty(TO_TSTRING(ExportDir))) { - UICommon::ErrorMsg(this, "The output directory is not empty!"); + UICommon::ErrorMsg(this, tr("The output directory is not empty!")); return; } // Verify name map is valid if (!NameMapPath.isEmpty() && !FileUtil::Exists(TO_TSTRING(NameMapPath))) { - UICommon::ErrorMsg(this, "The Asset Name Map path is invalid!"); + UICommon::ErrorMsg(this, tr("The Asset Name Map path is invalid!")); return; } @@ -402,17 +406,17 @@ void CExportGameDialog::Export() if (!NameMapPath.isEmpty()) { - bool LoadSuccess = NameMap.LoadAssetNames( TO_TSTRING(NameMapPath) ); + const bool LoadSuccess = NameMap.LoadAssetNames( TO_TSTRING(NameMapPath) ); if (!LoadSuccess) { - UICommon::ErrorMsg(this, "Failed to load the asset name map!"); + UICommon::ErrorMsg(this, tr("Failed to load the asset name map!")); return; } - else if (!NameMap.IsValid()) + if (!NameMap.IsValid()) { - UICommon::ErrorMsg(this, "The Asset Name Map is invalid and cannot be used! See the log for more information."); + UICommon::ErrorMsg(this, tr("The Asset Name Map is invalid and cannot be used! See the log for more information.")); return; } } @@ -420,18 +424,18 @@ void CExportGameDialog::Export() // Verify game info is valid if (!GameInfoPath.isEmpty() && !FileUtil::Exists(TO_TSTRING(GameInfoPath))) { - UICommon::ErrorMsg(this, "The Game Editor Info path is invalid!"); + UICommon::ErrorMsg(this, tr("The Game Editor Info path is invalid!")); return; } CGameInfo GameInfo; if (!GameInfoPath.isEmpty()) { - bool LoadSuccess = GameInfo.LoadGameInfo( TO_TSTRING(GameInfoPath) ); + const bool LoadSuccess = GameInfo.LoadGameInfo(TO_TSTRING(GameInfoPath)); if (!LoadSuccess) { - UICommon::ErrorMsg(this, "Failed to load game info!"); + UICommon::ErrorMsg(this, tr("Failed to load game info!")); return; } } @@ -442,14 +446,14 @@ void CExportGameDialog::Export() TString StrExportDir = TO_TSTRING(ExportDir); StrExportDir.EnsureEndsWith('/'); - CProgressDialog Dialog("Creating new game project", false, true, parentWidget()); + CProgressDialog Dialog(tr("Creating new game project"), false, true, parentWidget()); QFuture Future = QtConcurrent::run(mpExporter.get(), &CGameExporter::Export, mpDisc.get(), StrExportDir, &NameMap, &GameInfo, &Dialog); mExportSuccess = Dialog.WaitForResults(Future); if (!mExportSuccess) { if (!Dialog.ShouldCancel()) - UICommon::ErrorMsg(this, "Export failed!"); + UICommon::ErrorMsg(this, tr("Export failed!")); } else {