locale strings for character select & hero stat panel (#948)

* character select screen's hero descriptions & hero stat panel

* cinematics names

* buttons on character select screen and "resistances" labels on hero stats panel

Co-authored-by: M. Sz <mszeptuch@protonmail.com>
This commit is contained in:
gucio321 2020-11-25 08:45:30 +01:00 committed by GitHub
parent b2a9477816
commit 33bc9fe434
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 78 additions and 51 deletions

View File

@ -135,6 +135,11 @@ func SplitIntoLinesWithMaxWidth(fullSentence string, maxChars int) []string {
return lines
}
// SplitIntoLinesWithMaxWidthOneLine does the same as SplitIntoLinesWithMaxWidth but return string with newline char
func SplitIntoLinesWithMaxWidthOneLine(s string, l int) string {
return strings.Join(SplitIntoLinesWithMaxWidth(s, l), "\n")
}
func splitCjkIntoChunks(str string, chars int) []string {
chunks := make([]string, chars/len(str))
i, count := 0, 0

View File

@ -291,6 +291,31 @@ func (am *AssetManager) TranslateString(key string) string {
return key
}
// TranslateHeroClass translates her class given to game locale
func (am *AssetManager) TranslateHeroClass(h d2enum.Hero) string {
switch h {
case d2enum.HeroBarbarian:
return am.TranslateString("Barbarian")
case d2enum.HeroNecromancer:
return am.TranslateString("Necromancer")
case d2enum.HeroPaladin:
return am.TranslateString("Paladin")
case d2enum.HeroAssassin:
return am.TranslateString("Assassin")
case d2enum.HeroSorceress:
return am.TranslateString("Sorceress")
case d2enum.HeroAmazon:
return am.TranslateString("Amazon")
case d2enum.HeroDruid:
return am.TranslateString("Druid")
default:
am.Error("Unknown Hero Class")
}
// should not be reached
return "---"
}
// LoadPaletteTransform loads a palette transform file
func (am *AssetManager) LoadPaletteTransform(path string) (*d2pl2.PL2, error) {
if pl2, found := am.transforms.Retrieve(path); found {

View File

@ -292,17 +292,17 @@ func rgbaColor(rgba uint32) color.RGBA {
}
func (v *CharacterSelect) createButtons(loading d2screen.LoadingState) {
v.newCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall, "CREATE NEW\nCHARACTER")
v.newCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall, d2util.SplitIntoLinesWithMaxWidthOneLine(v.asset.TranslateString("#831"), 13))
v.newCharButton.SetPosition(newCharBtnX, newCharBtnY)
v.newCharButton.OnActivated(func() { v.onNewCharButtonClicked() })
v.convertCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall, "CONVERT TO\nEXPANSION")
v.convertCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall,
d2util.SplitIntoLinesWithMaxWidthOneLine(v.asset.TranslateString("#825"), 13))
v.convertCharButton.SetPosition(convertCharBtnX, convertCharBtnY)
v.convertCharButton.SetEnabled(false)
v.deleteCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall, "DELETE\nCHARACTER")
v.deleteCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall,
d2util.SplitIntoLinesWithMaxWidthOneLine(v.asset.TranslateString("#832"), 13))
v.deleteCharButton.OnActivated(func() { v.onDeleteCharButtonClicked() })
v.deleteCharButton.SetPosition(deleteCharBtnX, deleteCharBtnY)
@ -333,7 +333,7 @@ func (v *CharacterSelect) onScrollUpdate() {
}
func (v *CharacterSelect) updateCharacterBoxes() {
expText := "EXPANSION CHARACTER"
expText := v.asset.TranslateString("#803")
for i := 0; i < 8; i++ {
idx := i + (v.charScrollbar.GetCurrentOffset() * 2)
@ -348,7 +348,8 @@ func (v *CharacterSelect) updateCharacterBoxes() {
}
heroName := v.gameStates[idx].HeroName
heroInfo := "Level " + strconv.FormatInt(int64(v.gameStates[idx].Stats.Level), 10) + " " + v.gameStates[idx].HeroType.String()
heroInfo := v.asset.TranslateString("level") + " " + strconv.FormatInt(int64(v.gameStates[idx].Stats.Level), 10) +
" " + v.asset.TranslateHeroClass(v.gameStates[idx].HeroType)
v.characterNameLabel[i].SetText(d2ui.ColorTokenize(heroName, d2ui.ColorTokenGold))
v.characterStatsLabel[i].SetText(d2ui.ColorTokenize(heroInfo, d2ui.ColorTokenWhite))

View File

@ -102,44 +102,35 @@ func (v *Cinematics) OnLoad(_ d2screen.LoadingState) {
}
func (v *Cinematics) createButtons() {
/*CINEMATICS NAMES:
Act 1: The Sister's Lament
Act 2: Dessert Journay
Act 3: Mephisto's Jungle
Act 4: Enter Hell
Act 5: Search For Ball
end Credit Classic: Terror's End
end Credit Expansion: Destruction's End
*/
v.cinematicsExitBtn = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "CANCEL")
v.cinematicsExitBtn = v.uiManager.NewButton(d2ui.ButtonTypeMedium, v.asset.TranslateString("cancel"))
v.cinematicsExitBtn.SetPosition(cinematicsExitBtnX, cinematicsExitBtnY)
v.cinematicsExitBtn.OnActivated(func() { v.onCinematicsExitBtnClicked() })
v.a1Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, "THE SISTER'S LAMENT")
v.a1Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, v.asset.TranslateString("act1X"))
v.a1Btn.SetPosition(a1BtnX, a1BtnY)
v.a1Btn.OnActivated(func() { v.onA1BtnClicked() })
v.a2Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, "DESSERT JOURNAY")
v.a2Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, v.asset.TranslateString("act2X"))
v.a2Btn.SetPosition(a2BtnX, a2BtnY)
v.a2Btn.OnActivated(func() { v.onA2BtnClicked() })
v.a3Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, "MEPHISTO'S JUNGLE")
v.a3Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, v.asset.TranslateString("act3X"))
v.a3Btn.SetPosition(a3BtnX, a3BtnY)
v.a3Btn.OnActivated(func() { v.onA3BtnClicked() })
v.a4Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, "ENTER HELL")
v.a4Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, v.asset.TranslateString("act4X"))
v.a4Btn.SetPosition(a4BtnX, a4BtnY)
v.a4Btn.OnActivated(func() { v.onA4BtnClicked() })
v.endCreditClassBtn = v.uiManager.NewButton(d2ui.ButtonTypeWide, "TERROR'S END")
v.endCreditClassBtn = v.uiManager.NewButton(d2ui.ButtonTypeWide, v.asset.TranslateString("strepilogueX"))
v.endCreditClassBtn.SetPosition(endCreditClassBtnX, endCreditClassBtnY)
v.endCreditClassBtn.OnActivated(func() { v.onEndCreditClassBtnClicked() })
v.a5Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, "SEARCH FOR BAAL")
v.a5Btn = v.uiManager.NewButton(d2ui.ButtonTypeWide, v.asset.TranslateString("act5X"))
v.a5Btn.SetPosition(a5BtnX, a5BtnY)
v.a5Btn.OnActivated(func() { v.onA5BtnClicked() })
v.endCreditExpBtn = v.uiManager.NewButton(d2ui.ButtonTypeWide, "DESTRUCTION'S END")
v.endCreditExpBtn = v.uiManager.NewButton(d2ui.ButtonTypeWide, v.asset.TranslateString("strlastcinematic"))
v.endCreditExpBtn.SetPosition(endCreditExpBtnX, endCreditExpBtnY)
v.endCreditExpBtn.OnActivated(func() { v.onEndCreditExpBtnClicked() })
}

View File

@ -2,6 +2,7 @@ package d2player
import (
"strconv"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
@ -27,14 +28,14 @@ const (
labelLevelX, labelLevelY = 110, 100
labelHeroNameX, labelHeroNameY = 165, 72
labelHeroClassX, labelHeroClassY = 330, 72
labelHeroClassX, labelHeroClassY = 330, 74
labelExperienceX, labelExperienceY = 200, 100
labelNextLevelX, labelNextLevelY = 330, 100
labelStrengthX, labelStrengthY = 100, 150
labelDexterityX, labelDexterityY = 100, 213
labelVitalityX, labelVitalityY = 100, 300
labelVitalityX, labelVitalityY = 95, 300
labelEnergyX, labelEnergyY = 100, 360
labelDefenseX, labelDefenseY = 280, 260
@ -42,14 +43,14 @@ const (
labelLifeX, labelLifeY = 280, 322
labelManaX, labelManaY = 280, 360
labelResFireLine1X, labelResFireLine1Y = 310, 395
labelResFireLine2X, labelResFireLine2Y = 310, 402
labelResColdLine1X, labelResColdLine1Y = 310, 445
labelResFireLine1X, labelResFireLine1Y = 310, 396
labelResFireLine2X, labelResFireLine2Y = 310, 403
labelResColdLine1X, labelResColdLine1Y = 310, 444
labelResColdLine2X, labelResColdLine2Y = 310, 452
labelResLightLine1X, labelResLightLine1Y = 310, 420
labelResLightLine2X, labelResLightLine2Y = 310, 427
labelResLightLine2X, labelResLightLine2Y = 310, 428
labelResPoisLine1X, labelResPoisLine1Y = 310, 468
labelResPoisLine2X, labelResPoisLine2Y = 310, 477
labelResPoisLine2X, labelResPoisLine2Y = 310, 476
)
const (
@ -241,6 +242,10 @@ func (s *HeroStatsPanel) renderStaticPanelFrames(target d2interface.Surface) {
func (s *HeroStatsPanel) renderStaticLabels(target d2interface.Surface) {
var label *d2ui.Label
fr := strings.Split(s.asset.TranslateString("strchrfir"), "\n")
lr := strings.Split(s.asset.TranslateString("strchrlit"), "\n")
cr := strings.Split(s.asset.TranslateString("strchrcol"), "\n")
pr := strings.Split(s.asset.TranslateString("strchrpos"), "\n")
// all static labels are not stored since we use them only once to generate the image cache
var staticLabelConfigs = []struct {
x, y int
@ -249,32 +254,32 @@ func (s *HeroStatsPanel) renderStaticLabels(target d2interface.Surface) {
centerAlign bool
}{
{labelHeroNameX, labelHeroNameY, s.heroName, d2resource.Font16, true},
{labelHeroClassX, labelHeroClassY, s.heroClass.String(), d2resource.Font16, true},
{labelHeroClassX, labelHeroClassY, s.asset.TranslateHeroClass(s.heroClass), d2resource.Font16, true},
{labelLevelX, labelLevelY, "Level", d2resource.Font6, true},
{labelExperienceX, labelExperienceY, "Experience", d2resource.Font6, true},
{labelNextLevelX, labelNextLevelY, "Next Level", d2resource.Font6, true},
{labelStrengthX, labelStrengthY, "Strength", d2resource.Font6, false},
{labelDexterityX, labelDexterityY, "Dexterity", d2resource.Font6, false},
{labelVitalityX, labelVitalityY, "Vitality", d2resource.Font6, false},
{labelEnergyX, labelEnergyY, "Energy", d2resource.Font6, false},
{labelDefenseX, labelDefenseY, "Defense", d2resource.Font6, false},
{labelStaminaX, labelStaminaY, "Stamina", d2resource.Font6, true},
{labelLifeX, labelLifeY, "Life", d2resource.Font6, true},
{labelManaX, labelManaY, "Mana", d2resource.Font6, true},
{labelLevelX, labelLevelY, s.asset.TranslateString("strchrlvl"), d2resource.Font6, true},
{labelExperienceX, labelExperienceY, s.asset.TranslateString("strchrexp"), d2resource.Font6, true},
{labelNextLevelX, labelNextLevelY, s.asset.TranslateString("strchrnxtlvl"), d2resource.Font6, true},
{labelStrengthX, labelStrengthY, s.asset.TranslateString("strchrstr"), d2resource.Font6, false},
{labelDexterityX, labelDexterityY, s.asset.TranslateString("strchrdex"), d2resource.Font6, false},
{labelVitalityX, labelVitalityY, s.asset.TranslateString("strchrvit"), d2resource.Font6, false},
{labelEnergyX, labelEnergyY, s.asset.TranslateString("strchreng"), d2resource.Font6, false},
{labelDefenseX, labelDefenseY, s.asset.TranslateString("strchrdef"), d2resource.Font6, false},
{labelStaminaX, labelStaminaY, s.asset.TranslateString("strchrstm"), d2resource.Font6, true},
{labelLifeX, labelLifeY, s.asset.TranslateString("strchrlif"), d2resource.Font6, true},
{labelManaX, labelManaY, s.asset.TranslateString("strchrman"), d2resource.Font6, true},
// can't use "Fire\nResistance" because line spacing is too big and breaks the layout
{labelResFireLine1X, labelResFireLine1Y, "Fire", d2resource.Font6, true},
{labelResFireLine2X, labelResFireLine2Y, "Resistance", d2resource.Font6, true},
{labelResFireLine1X, labelResFireLine1Y, fr[0], d2resource.Font6, true},
{labelResFireLine2X, labelResFireLine2Y, fr[len(fr)-1], d2resource.Font6, true},
{labelResColdLine1X, labelResColdLine1Y, "Cold", d2resource.Font6, true},
{labelResColdLine2X, labelResColdLine2Y, "Resistance", d2resource.Font6, true},
{labelResColdLine1X, labelResColdLine1Y, cr[0], d2resource.Font6, true},
{labelResColdLine2X, labelResColdLine2Y, cr[len(cr)-1], d2resource.Font6, true},
{labelResLightLine1X, labelResLightLine1Y, "Lightning", d2resource.Font6, true},
{labelResLightLine2X, labelResLightLine2Y, "Resistance", d2resource.Font6, true},
{labelResLightLine1X, labelResLightLine1Y, lr[0], d2resource.Font6, true},
{labelResLightLine2X, labelResLightLine2Y, lr[len(lr)-1], d2resource.Font6, true},
{labelResPoisLine1X, labelResPoisLine1Y, "Poison", d2resource.Font6, true},
{labelResPoisLine2X, labelResPoisLine2Y, "Resistance", d2resource.Font6, true},
{labelResPoisLine1X, labelResPoisLine1Y, pr[0], d2resource.Font6, true},
{labelResPoisLine2X, labelResPoisLine2Y, pr[len(pr)-1], d2resource.Font6, true},
}
for _, cfg := range staticLabelConfigs {