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Localise create/save dialog
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54
osu.Game/Localisation/EditorDialogsStrings.cs
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54
osu.Game/Localisation/EditorDialogsStrings.cs
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@ -0,0 +1,54 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Localisation;
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namespace osu.Game.Localisation
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{
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public static class EditorDialogsStrings
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{
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private const string prefix = @"osu.Game.Resources.Localisation.EditorDialogs";
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/// <summary>
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/// "Would you like to create a blank difficulty?"
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/// </summary>
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public static LocalisableString NewDifficultyDialogHeader => new TranslatableString(getKey(@"new_difficulty_dialog_header"), @"Would you like to create a blank difficulty?");
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/// <summary>
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/// "Yeah, let's start from scratch!"
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/// </summary>
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public static LocalisableString CreateNew => new TranslatableString(getKey(@"create_new"), @"Yeah, let's start from scratch!");
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/// <summary>
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/// "No, create an exact copy of this difficulty"
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/// </summary>
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public static LocalisableString CreateCopy => new TranslatableString(getKey(@"create_copy"), @"No, create an exact copy of this difficulty");
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/// <summary>
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/// "I changed my mind, I want to keep editing this difficulty"
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/// </summary>
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public static LocalisableString KeepEditing => new TranslatableString(getKey(@"keep_editing"), @"I changed my mind, I want to keep editing this difficulty");
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/// <summary>
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/// "Did you want to save your changes?"
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/// </summary>
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public static LocalisableString SaveDialogHeader => new TranslatableString(getKey(@"save_dialog_header"), @"Did you want to save your changes?");
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/// <summary>
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/// "Save my masterpiece!"
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/// </summary>
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public static LocalisableString Save => new TranslatableString(getKey(@"save"), @"Save my masterpiece!");
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/// <summary>
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/// "Forget all changes"
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/// </summary>
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public static LocalisableString ForgetAllChanges => new TranslatableString(getKey(@"forget_all_changes"), @"Forget all changes");
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/// <summary>
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/// "Oops, continue editing"
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/// </summary>
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public static LocalisableString ContinueEditing => new TranslatableString(getKey(@"continue_editing"), @"Oops, continue editing");
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private static string getKey(string key) => $@"{prefix}:{key}";
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}
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}
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@ -1,10 +1,9 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Localisation;
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namespace osu.Game.Screens.Edit
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{
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@ -20,7 +19,7 @@ namespace osu.Game.Screens.Edit
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public CreateNewDifficultyDialog(CreateNewDifficulty createNewDifficulty)
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{
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HeaderText = "Would you like to create a blank difficulty?";
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HeaderText = EditorDialogsStrings.NewDifficultyDialogHeader;
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Icon = FontAwesome.Regular.Clone;
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@ -28,17 +27,17 @@ namespace osu.Game.Screens.Edit
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{
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new PopupDialogOkButton
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{
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Text = "Yeah, let's start from scratch!",
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Text = EditorDialogsStrings.CreateNew,
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Action = () => createNewDifficulty.Invoke(false)
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},
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new PopupDialogCancelButton
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{
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Text = "No, create an exact copy of this difficulty",
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Text = EditorDialogsStrings.CreateCopy,
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Action = () => createNewDifficulty.Invoke(true)
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},
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new PopupDialogCancelButton
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{
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Text = "I changed my mind, I want to keep editing this difficulty",
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Text = EditorDialogsStrings.KeepEditing,
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Action = () => { }
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}
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};
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@ -1,11 +1,10 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Localisation;
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namespace osu.Game.Screens.Edit
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{
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@ -13,7 +12,7 @@ namespace osu.Game.Screens.Edit
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{
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public PromptForSaveDialog(Action exit, Action saveAndExit, Action cancel)
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{
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HeaderText = "Did you want to save your changes?";
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HeaderText = EditorDialogsStrings.SaveDialogHeader;
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Icon = FontAwesome.Regular.Save;
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@ -21,17 +20,17 @@ namespace osu.Game.Screens.Edit
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{
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new PopupDialogOkButton
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{
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Text = @"Save my masterpiece!",
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Text = EditorDialogsStrings.Save,
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Action = saveAndExit
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},
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new PopupDialogDangerousButton
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{
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Text = @"Forget all changes",
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Text = EditorDialogsStrings.ForgetAllChanges,
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Action = exit
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},
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new PopupDialogCancelButton
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{
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Text = @"Oops, continue editing",
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Text = EditorDialogsStrings.ContinueEditing,
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Action = cancel
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},
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};
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