> Am 07.07.2014 22:39, schrieb Fòram na Gàidhlig: >> I hav done some testing for my translation (Scottish Gaelic - gd) and >> have come accross a few issues: >> >> 1. Is it possible to fetch the following string with ngettext: >> >> src/gui/LevelMenu.cc:312 src/gui/LevelPackComposer.cc:348 >> %s: %d levels >> >> Slavic languages will also profit from this change > > I see the problem you are having (to those who > don't know about ngettext: It's about changing the > translated text depending on a number, like singular > and plural cases), but I am unaware about the scope > of the code that needs to be changed for this. > Actually, we have enough problems with the gettext- > system as it is (see missing translations on some > systems), so I suggest not to touch this for a while. > Of course, if someone is competent enough to do > this: Please call :-)
I only know how it works in theory: In C++, you might need to add a macro where you have defined the macro for _(), then make sure that the script that creates the .pot catalogs picks it up. This is the tricky part that I have never done myself - after that, you mark up the string with: sprintf(buffer, ngettext("%s: %d level", "%s: %d levels", level_var), string_var, level_var); or boost::format(ngettext("%s: %d level", "%s: %d levels", level_var)) % string_var % level_var For XML, I guess things will be more complicated. >> 2. String length issues in the credit screen (tested with a resolution >> of 640 x 480 on Windows 7, Enigma 1.20): >> >> a. Gaelic for "OK" is "Ceart ma-thà", Which is considerably longer. It >> would be great if we could make this button just a little bit wider, so >> the writing won't touch the edges > > This is now fixed with r2441. Thanks! >> b. The following string gets truncated: >> >> src/gui/MainMenu.cc:116 >> Please refer to the manual or the next pages for full credits. >> >> Translation: >> Thoir sùil air an leabhar-mhìneachaidh no na h-ath-dhuilleagan airson >> cliùtha shlàin. >> >> "shlàin." already appears above the navigation arrows and the . at the >> end is off screen. I tried fixing this with a \n, but the renderer >> apparently can't parse it. > > Yes, there are more languages with the very same > problem. However, changing this would need a > new translation in all languages. To make things > worse, in 320 x 280, the screen does not fit in any > language. We will have to find a solution for this > at some point in the future; it might involve a > complete rewrite of this screen. I haven't made up > my mind about this yet. > > In short: Won't fix now. We will need automatic line wrapping here. Probably tricky to implement if you don't have a function for this in the renderer already. >> That's all, folks, everything else seems to be working perfectly. Also, >> I have reached 95% with my translation, and most of the missing strings >> are the Dante + Oz levels, so I think we're ready to go adding gd to the >> menus :) > > Your translation is now at 100%, congratulations > to you and all the other translators for your > great work, thank you! You're welcome. Thanks for a great game! _______________________________________________ Enigma-devel mailing list Enigma-devel@nongnu.org https://lists.nongnu.org/mailman/listinfo/enigma-devel