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authorf1fth_freed0m <f1fth_freed0m@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-06 04:22:00 +0000
committerf1fth_freed0m <f1fth_freed0m@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-06 04:22:00 +0000
commitf848f3ecc8dc36b6992448a36a6b79d550c6d1e7 (patch)
treedbe47ef337748eab6d7d2f79d7a78ac3b97b13f3 /Game/Code/Classes
parent09e53466cd18092dd30944c18cc89c3c567e7b7c (diff)
downloadusdx-f848f3ecc8dc36b6992448a36a6b79d550c6d1e7.tar.gz
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usdx-f848f3ecc8dc36b6992448a36a6b79d550c6d1e7.zip
Translated German comments to English
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@918 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/UCore.pas2
-rw-r--r--Game/Code/Classes/UDataBase.pas2
-rw-r--r--Game/Code/Classes/UDraw.pas6
-rw-r--r--Game/Code/Classes/UGraphic.pas30
-rw-r--r--Game/Code/Classes/UGraphicClasses.pas2
5 files changed, 33 insertions, 9 deletions
diff --git a/Game/Code/Classes/UCore.pas b/Game/Code/Classes/UCore.pas
index 7e76c9c4..cb176e29 100644
--- a/Game/Code/Classes/UCore.pas
+++ b/Game/Code/Classes/UCore.pas
@@ -432,7 +432,7 @@ begin
CORE_SM_INFO: Params := Params or MB_ICONINFORMATION;
end;
- //Anzeigen:
+ //Show:
Result := Messagebox(0, lParam, PChar(Name), Params);
end;
{$ENDIF}
diff --git a/Game/Code/Classes/UDataBase.pas b/Game/Code/Classes/UDataBase.pas
index 2bd29e75..27d3f6bf 100644
--- a/Game/Code/Classes/UDataBase.pas
+++ b/Game/Code/Classes/UDataBase.pas
@@ -154,7 +154,7 @@ begin
end; // While not TableData.EOF
- except //Im Fehlerfall
+ except //In case of error (LOL? isn't this obvious)
for Dif := 0 to 2 do
begin
SetLength(Song.Score[Dif], 1);
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index f64f0389..b3fee6fa 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -454,6 +454,10 @@ var
end; // for
// eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
// singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_
+ // English Translation:
+ // actually we need a compare here, to determine if the singing process is ahead Rec.Right
+ // even if there is no singing
+
// passing on NrGracza... hope this is really something like the player-number, not only
// some kind of weird index into a colour-table
@@ -1225,7 +1229,7 @@ end;
//PhrasenBonus - Line Bonus Mod}
// Draw Note Bars for Editor
-//There are 11 Resons for a new Procdedure:
+//There are 11 Resons for a new Procdedure: (nice binary :D )
// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor
// 2. You can see the Freestyle Notes in the Editor SemiTransparent
// 3. Its easier and Faster then changing the old Procedure
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index fecdb10f..90f8b34a 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -496,9 +496,13 @@ begin
// funktioniert so noch nicht, da der ladethread unverändert auf opengl zugreifen will
// siehe dazu kommentar unten
+ // Englisch Translation:
+ // is currently not working because the loading thread trys to accses opengl unchanged
+ // look comment below
+
//LoadingThread := SDL_CreateThread(@LoadingThread, nil);
- // das hier würde dann im ladethread ausgeführt
+ // this would be run in the loadingthread
Log.LogStatus(' Loading Screens', 'UGraphic.Initialize3D');
LoadScreens;
@@ -518,12 +522,28 @@ begin
// opengl funktionen aufzurufen, entsprechend mutexe verändert
// der hauptthread muss auch irgendwoher erfahren, was an opengl funktionen auszuführen ist,
// mit welchen parametern (texturtyp, entspr. texturobjekt, textur-zwischenspeicher-adresse, ...
+ //
+ // English Translation:
+ // here should be a loop witch
+ // * draws the loading screen (form time to time)
+ // * controlls the "process of the loading screen
+ // * checks if the loadingthread has loaded textures (check mutex) and
+ // * load the textures into opengl
+ // * tells the loadingthread, that the memory for the texture can be reused
+ // to load the netx texture (over another mutex)
+ // * runs as long as the loadingthread tells, that everything is loaded and ready (using a third mutex)
+ //
+ // therefor loadtexture have to be changed, that it, instat of caling some opengl functions
+ // for itself, it should change mutex
+ // the mainthread have to know somehow what opengl function have to be called with which parameters like
+ // texturetype, textureobjekt, textur-buffer-adress, ...
+
- //wait for loading thread to finish
- // funktioniert so auch noch nicht
- //SDL_WaitThread(LoadingThread, I);
-// SDL_DestroyMutex(Mutex);
+ // wait for loading thread to finish
+ // funktioniert so auch noch nicht - currently dos not work this way
+ // SDL_WaitThread(LoadingThread, I);
+ // SDL_DestroyMutex(Mutex);
Display.CurrentScreen^.FadeTo( @ScreenMain );
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas
index 4dfc66ce..15bd2244 100644
--- a/Game/Code/Classes/UGraphicClasses.pas
+++ b/Game/Code/Classes/UGraphicClasses.pas
@@ -268,7 +268,7 @@ end;
procedure TParticle.LiveOn;
begin
- //Live = 0 => Live forever <blindy> ?? die werden doch aber im Manager bei Draw getötet, wenns 0 is
+ //Live = 0 => Live forever <blindy> ?? but if this is 0 they would be killed in the Manager at Draw
if (Live > 0) then
Dec(Live);