// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Localisation; namespace osu.Game.Localisation { public static class EditorDialogsStrings { private const string prefix = @"osu.Game.Resources.Localisation.EditorDialogs"; /// /// "Would you like to create a blank difficulty?" /// public static LocalisableString NewDifficultyDialogHeader => new TranslatableString(getKey(@"new_difficulty_dialog_header"), @"Would you like to create a blank difficulty?"); /// /// "Yeah, let's start from scratch!" /// public static LocalisableString CreateNew => new TranslatableString(getKey(@"create_new"), @"Yeah, let's start from scratch!"); /// /// "No, create an exact copy of this difficulty" /// public static LocalisableString CreateCopy => new TranslatableString(getKey(@"create_copy"), @"No, create an exact copy of this difficulty"); /// /// "I changed my mind, I want to keep editing this difficulty" /// public static LocalisableString KeepEditing => new TranslatableString(getKey(@"keep_editing"), @"I changed my mind, I want to keep editing this difficulty"); /// /// "Did you want to save your changes?" /// public static LocalisableString SaveDialogHeader => new TranslatableString(getKey(@"save_dialog_header"), @"Did you want to save your changes?"); /// /// "Save my masterpiece!" /// public static LocalisableString Save => new TranslatableString(getKey(@"save"), @"Save my masterpiece!"); /// /// "Forget all changes" /// public static LocalisableString ForgetAllChanges => new TranslatableString(getKey(@"forget_all_changes"), @"Forget all changes"); /// /// "Oops, continue editing" /// public static LocalisableString ContinueEditing => new TranslatableString(getKey(@"continue_editing"), @"Oops, continue editing"); /// /// "The editor must be reloaded to apply this change. The beatmap will be saved." /// public static LocalisableString EditorReloadDialogHeader => new TranslatableString(getKey(@"editor_reload_dialog_header"), @"The editor must be reloaded to apply this change. The beatmap will be saved."); private static string getKey(string key) => $@"{prefix}:{key}"; } }