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synced 2026-03-14 07:36:06 +09:00
Titlecasing english texts because Polyglot ain't doing it
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@@ -217,7 +217,7 @@ class UIKeyboardControlPanel(remoCon: UIRemoCon?) : UICanvas() {
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// title
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// todo show "Keyboard"/"Gamepad" accordingly
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batch.color = Color.WHITE
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val title = Lang["MENU_CONTROLS_KEYBOARD"]
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val title = Lang["MENU_CONTROLS_KEYBOARD", true]
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App.fontUITitle.draw(batch, title, drawX.toFloat() + (width - App.fontUITitle.getWidth(title)) / 2, drawY.toFloat())
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@@ -473,18 +473,18 @@ class UIItemControlPaletteBaloon(val parent: UIKeyboardControlPanel, initialX: I
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// texts. Sorted in the same way as UIItemControlPaletteBaloon.iconButtons
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batch.color = Color.WHITE
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App.fontGame.draw(batch, Lang["GAME_ACTION_MOVE_VERB"], col0 + 72, posY + 41)
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App.fontGame.draw(batch, Lang["GAME_ACTION_JUMP"], col1 + 40, posY + 41)
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App.fontGame.draw(batch, Lang["GAME_ACTION_MOVE_VERB", true], col0 + 72, posY + 41)
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App.fontGame.draw(batch, Lang["GAME_ACTION_JUMP", true], col1 + 40, posY + 41)
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App.fontGame.draw(batch, Lang["GAME_INVENTORY"], col0 + 40, row1 - 2)
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App.fontGame.draw(batch, Lang["GAME_CRAFTING"], col0 + 40, row2 - 2)
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App.fontGame.draw(batch, Lang["GAME_ACTION_GRAPPLE"], col0 + 40, row3 - 2)
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App.fontGame.draw(batch, Lang["GAME_ACTION_QUICKSEL"], col0 + 40, row4 - 2)
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App.fontGame.draw(batch, Lang["GAME_INVENTORY", true], col0 + 40, row1 - 2)
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App.fontGame.draw(batch, Lang["GAME_CRAFTING", true], col0 + 40, row2 - 2)
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App.fontGame.draw(batch, Lang["GAME_ACTION_GRAPPLE", true], col0 + 40, row3 - 2)
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App.fontGame.draw(batch, Lang["GAME_ACTION_QUICKSEL", true], col0 + 40, row4 - 2)
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App.fontGame.draw(batch, Lang["GAME_ACTION_ZOOM"], col1 + 40, row1 - 2)
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App.fontGame.draw(batch, Lang["MENU_LABEL_IME_TOGGLE"], col1 + 40, row2 - 2)
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App.fontGame.draw(batch, Lang["MENU_LABEL_MENU"], col1 + 40, row3 - 2)
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App.fontGame.draw(batch, Lang["GAME_INVENTORY_DROP"], col1 + 40, row4 - 2)
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App.fontGame.draw(batch, Lang["GAME_ACTION_ZOOM", true], col1 + 40, row1 - 2)
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App.fontGame.draw(batch, Lang["MENU_LABEL_IME_TOGGLE", true], col1 + 40, row2 - 2)
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App.fontGame.draw(batch, Lang["MENU_LABEL_MENU", true], col1 + 40, row3 - 2)
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App.fontGame.draw(batch, Lang["GAME_INVENTORY_DROP", true], col1 + 40, row4 - 2)
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}
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