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Rename string properties to give more hinting to localisers

This commit is contained in:
Dean Herbert 2023-10-13 17:49:48 +09:00
parent 61b8d035fe
commit d7a06059f2
No known key found for this signature in database
2 changed files with 6 additions and 6 deletions

View File

@ -72,17 +72,17 @@ namespace osu.Game.Localisation
/// <summary>
/// "Keep existing"
/// </summary>
public static LocalisableString KeepExisting => new TranslatableString(getKey(@"keep_existing"), @"Keep existing");
public static LocalisableString KeepExistingBinding => new TranslatableString(getKey(@"keep_existing"), @"Keep existing");
/// <summary>
/// "Apply new"
/// </summary>
public static LocalisableString ApplyNew => new TranslatableString(getKey(@"apply_new"), @"Apply new");
public static LocalisableString ApplyNewBinding => new TranslatableString(getKey(@"apply_new"), @"Apply new");
/// <summary>
/// "(none)"
/// </summary>
public static LocalisableString EmptyBinding => new TranslatableString(getKey(@"none"), @"(none)");
public static LocalisableString ActionHasNoKeyBinding => new TranslatableString(getKey(@"none"), @"(none)");
private static string getKey(string key) => $"{prefix}:{key}";
}

View File

@ -77,7 +77,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
keepExistingButton = new HoverableRoundedButton
{
Text = InputSettingsStrings.KeepExisting,
Text = InputSettingsStrings.KeepExistingBinding,
RelativeSizeAxes = Axes.X,
Width = 0.48f,
Anchor = Anchor.CentreLeft,
@ -86,7 +86,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
},
applyNewButton = new HoverableRoundedButton
{
Text = InputSettingsStrings.ApplyNew,
Text = InputSettingsStrings.ApplyNewBinding,
BackgroundColour = colours.Pink3,
RelativeSizeAxes = Axes.X,
Width = 0.48f,
@ -270,7 +270,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
}
if (LocalisableString.IsNullOrEmpty(keyCombinationText))
keyCombinationText = InputSettingsStrings.EmptyBinding;
keyCombinationText = InputSettingsStrings.ActionHasNoKeyBinding;
newBindingText.Text = keyCombinationText;
}