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Fixed: Display of emotes using the same character case as in translations and showing corresponding command to type
--HG-- branch : develop
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parent
ba7b4094ef
commit
be92ac8e60
1 changed files with 60 additions and 10 deletions
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@ -2904,6 +2904,32 @@ struct CEmoteEntry
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}
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};
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static bool translateEmote(const std::string &id, ucstring &translatedName, std::string &commandName, std::string &commandNameAlt)
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{
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if (CI18N::hasTranslation(id))
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{
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translatedName = CI18N::get(id);
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// convert command to utf8 since emote translation can have strange chars
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commandName = toLower(translatedName).toUtf8();
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// replace all spaces by _
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while (strFindReplace(commandName, " ", "_"));
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// TODO: remove accents
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commandNameAlt = commandName;
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if (commandNameAlt == commandName) commandNameAlt.clear();
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return true;
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}
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translatedName = id;
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commandName = id;
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return false;
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}
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// ***************************************************************************
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void CInterfaceManager::initEmotes()
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{
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@ -2979,11 +3005,16 @@ void CInterfaceManager::initEmotes()
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nbToken++;
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CGroupMenu *pRootMenu = dynamic_cast<CGroupMenu*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:user_chat_emote_menu"));
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pRootMenu->setProperty("case_mode", "0");
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nlassert(pRootMenu);
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CGroupSubMenu *pMenu = pRootMenu->getRootMenu();
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nlassert(pMenu);
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ucstring sTranslatedName;
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std::string sCommandName;
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std::string sCommandNameAlt;
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// Add to the game context menu
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// ----------------------------
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for (i = 0; i < nbToken; ++i)
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@ -3021,8 +3052,10 @@ void CInterfaceManager::initEmotes()
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}
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else
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{
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translateEmote(sTmp, sTranslatedName, sCommandName, sCommandNameAlt);
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// Create a line
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pMenu->addLine ("/" + CI18N::get(sTmp), "emote",
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pMenu->addLine (sTranslatedName + " (/" + ucstring::makeFromUtf8(sCommandName) + ")", "emote",
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"nb="+toString(nEmoteNb)+"|behav="+toString(nBehav), sTmp);
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}
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}
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@ -3035,25 +3068,42 @@ void CInterfaceManager::initEmotes()
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}
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}
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if (sTranslatedName.empty())
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translateEmote(sName, sTranslatedName, sCommandName, sCommandNameAlt);
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// Create new command
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// ------------------
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if (CI18N::hasTranslation(sName))
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if (!sTranslatedName.empty())
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{
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CGroupSubMenu *pMenu = pRootMenu->getRootMenu();
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// convert command to utf8 since emote translation can have strange chars
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string cmdName = (toLower(CI18N::get(sName))).toUtf8();
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if(ICommand::exists(cmdName))
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if(ICommand::exists(sCommandName))
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{
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nlwarning("Translation for emote %s already exist: '%s' exist twice", sName.c_str(), cmdName.c_str());
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nlwarning("Translation for emote %s already exist: '%s' exist twice", sName.c_str(), sCommandName.c_str());
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}
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else
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{
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CEmoteCmd *pNewCmd = new CEmoteCmd(cmdName.c_str(), "", "");
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CEmoteCmd *pNewCmd = new CEmoteCmd(sCommandName.c_str(), "", "");
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pNewCmd->EmoteNb = nEmoteNb;
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pNewCmd->Behaviour = nBehav;
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_EmoteCmds.push_back(pNewCmd);
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// add alternative command if defined
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if (!sCommandNameAlt.empty())
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{
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if(ICommand::exists(sCommandNameAlt))
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{
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nlwarning("Translation for emote %s already exist: '%s' exist twice", sName.c_str(), sCommandName.c_str());
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}
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else
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{
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CEmoteCmd *pNewCmd = new CEmoteCmd(sCommandNameAlt.c_str(), "", "");
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pNewCmd->EmoteNb = nEmoteNb;
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pNewCmd->Behaviour = nBehav;
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_EmoteCmds.push_back(pNewCmd);
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}
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}
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CGroupSubMenu *pMenu = pRootMenu->getRootMenu();
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// Quick-Emote too ?
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for (i = 0; i< pMenu->getNumLine (); i++)
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{
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@ -3061,7 +3111,7 @@ void CInterfaceManager::initEmotes()
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{
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// Yeah that's a quick emote too; set command
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pMenu->addLineAtIndex (i,
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"@{FFFF}/" + toLower(CI18N::get(sName)),
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"@{FFFF}/" + ucstring::makeFromUtf8(sCommandName),
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"emote", "nb="+toString(nEmoteNb)+"|behav="+toString(nBehav),
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"", "", "", false, false, true);
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