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Generally we don't want localisation files with only one to two translations. It makes it harder for translators to handle in crowdin (a lot of file changes for small results). So for cases like this I believe we should be grouping translations where it makes sense. I've left individual components in their own files as I can see potential for more settings to be added in the future. Plus it gives a bit of extra context.
45 lines
1.7 KiB
C#
45 lines
1.7 KiB
C#
// 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.SkinComponents
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{
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public static class SkinnableComponentStrings
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{
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private const string prefix = @"osu.Game.Resources.Localisation.SkinComponents.SkinnableComponentStrings";
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/// <summary>
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/// "Sprite name"
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/// </summary>
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public static LocalisableString SpriteName => new TranslatableString(getKey(@"sprite_name"), "Sprite name");
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/// <summary>
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/// "The filename of the sprite"
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/// </summary>
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public static LocalisableString SpriteNameDescription => new TranslatableString(getKey(@"sprite_name_description"), "The filename of the sprite");
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/// <summary>
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/// "Font"
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/// </summary>
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public static LocalisableString Font => new TranslatableString(getKey(@"font"), "Font");
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/// <summary>
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/// "The font to use."
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/// </summary>
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public static LocalisableString FontDescription => new TranslatableString(getKey(@"font_description"), "The font to use.");
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/// <summary>
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/// "Text"
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/// </summary>
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public static LocalisableString TextElementText => new TranslatableString(getKey(@"text_element_text"), "Text");
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/// <summary>
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/// "The text to be displayed."
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/// </summary>
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public static LocalisableString TextElementTextDescription => new TranslatableString(getKey(@"text_element_text_description"), "The text to be displayed.");
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private static string getKey(string key) => $"{prefix}:{key}";
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}
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}
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