We no longer need the ugly "Missing translations" dropdown in the Options, now that all missing translations are super easy to find in the translation files themselves =)

This commit is contained in:
Yair Morgenstern 2019-12-20 00:08:23 +02:00
parent 2b654ecdeb
commit 7d1eaf4338
3 changed files with 9 additions and 20 deletions

View File

@ -49,8 +49,10 @@ class UncivGame(val version: String) : Game() {
override fun create() { override fun create() {
Gdx.input.setCatchKey(Input.Keys.BACK, true) Gdx.input.setCatchKey(Input.Keys.BACK, true)
if (Gdx.app.type != Application.ApplicationType.Desktop) if (Gdx.app.type != Application.ApplicationType.Desktop) {
viewEntireMapForDebug = false viewEntireMapForDebug = false
rewriteTranslationFiles=false
}
Current = this Current = this
@ -140,12 +142,11 @@ class UncivGame(val version: String) : Game() {
if(!isInitialized) return // The stuff from Create() is still happening, so the main screen will load eventually if(!isInitialized) return // The stuff from Create() is still happening, so the main screen will load eventually
ImageGetter.refreshAltas() ImageGetter.refreshAltas()
// This is to solve a rare problem that I still don't understand its cause - // This is to solve a rare problem -
// Sometimes, resume() is called and the gameInfo doesn't have any civilizations. // Sometimes, resume() is called and the gameInfo doesn't have any civilizations.
// My guess is that resume() was called but create() wasn't, or perhaps was aborted too early, // Can happen if you resume to the language picker screen for instance.
// and the original (and empty) initial GameInfo remained. if(!::gameInfo.isInitialized || gameInfo.civilizations.isEmpty())
// if(!::gameInfo.isInitialized || gameInfo.civilizations.isEmpty()) return autoLoadGame()
// return autoLoadGame()
if(::worldScreen.isInitialized) worldScreen.dispose() // I hope this will solve some of the many OuOfMemory exceptions... if(::worldScreen.isInitialized) worldScreen.dispose() // I hope this will solve some of the many OuOfMemory exceptions...
loadGame(gameInfo) loadGame(gameInfo)

View File

@ -80,7 +80,8 @@ class Translations : LinkedHashMap<String, TranslationEntry>(){
languages.remove("Thai") // Until we figure out what to do with it languages.remove("Thai") // Until we figure out what to do with it
return languages.distinct() return languages.distinct()
.filter { Gdx.files.internal("jsons/translationsByLanguage/$it.properties").exists() } .filter { it!="Thai" &&
Gdx.files.internal("jsons/translationsByLanguage/$it.properties").exists() }
} }
fun readAllLanguagesTranslation() { fun readAllLanguagesTranslation() {

View File

@ -7,7 +7,6 @@ import com.badlogic.gdx.scenes.scene2d.ui.*
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener
import com.badlogic.gdx.utils.Array import com.badlogic.gdx.utils.Array
import com.unciv.UncivGame import com.unciv.UncivGame
import com.unciv.models.translations.Translations
import com.unciv.models.translations.tr import com.unciv.models.translations.tr
import com.unciv.ui.utils.* import com.unciv.ui.utils.*
import com.unciv.ui.worldscreen.WorldScreen import com.unciv.ui.worldscreen.WorldScreen
@ -288,18 +287,6 @@ class WorldScreenOptionsTable(val worldScreen:WorldScreen) : PopupTable(worldScr
} }
}) })
if (languageSelectBox.selected.percentComplete != 100) {
innerTable.add("Missing translations:".toLabel()).pad(5f).colspan(2).row()
val missingTextSelectBox = SelectBox<String>(skin)
val missingTextArray = Array<String>()
val currentLanguage = UncivGame.Current.settings.language
UncivGame.Current.translations.filter { !it.value.containsKey(currentLanguage) }
.forEach { missingTextArray.add(it.key) }
missingTextSelectBox.items = missingTextArray
missingTextSelectBox.selected = "Untranslated texts"
innerTable.add(missingTextSelectBox).pad(10f)
.width(screen.stage.width / 2).colspan(2).row()
}
} }
fun selectLanguage(){ fun selectLanguage(){