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author | f1fth_freed0m <f1fth_freed0m@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-06 04:22:00 +0000 |
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committer | f1fth_freed0m <f1fth_freed0m@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-06 04:22:00 +0000 |
commit | f848f3ecc8dc36b6992448a36a6b79d550c6d1e7 (patch) | |
tree | dbe47ef337748eab6d7d2f79d7a78ac3b97b13f3 /Game | |
parent | 09e53466cd18092dd30944c18cc89c3c567e7b7c (diff) | |
download | usdx-f848f3ecc8dc36b6992448a36a6b79d550c6d1e7.tar.gz usdx-f848f3ecc8dc36b6992448a36a6b79d550c6d1e7.tar.xz 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.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/UDataBase.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/UDraw.pas | 6 | ||||
-rw-r--r-- | Game/Code/Classes/UGraphic.pas | 30 | ||||
-rw-r--r-- | Game/Code/Classes/UGraphicClasses.pas | 2 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenCredits.pas | 20 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 18 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSongMenu.pas | 6 |
8 files changed, 55 insertions, 31 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); diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas index 4855c9b9..0daedf4d 100644 --- a/Game/Code/Screens/UScreenCredits.pas +++ b/Game/Code/Screens/UScreenCredits.pas @@ -289,8 +289,8 @@ begin Credits_X := 580;
deluxe_slidein := 0;
Credits_Alpha := 0;
- //Music.SetLoop(true); Loop looped ned, so ne scheisse
- AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
+ //Music.SetLoop(true); Loop looped ned, so ne scheisse - loop loops not, shit
+ AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! - thank you wetü
// Music.Play;
CTime:=0;
// setlength(CTime_hold,0);
@@ -648,7 +648,7 @@ begin Log.LogStatus('',' JB-4');
-// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen)
+// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) - (rotate in from upper left, rotate out to lower right)
STime:=Timings[9]-10;
Delay:=Timings[10]-Timings[9];
if CTime > STime then
@@ -712,7 +712,7 @@ Log.LogStatus('',' JB-4'); glPopMatrix;
end;
-// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben)
+// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) - (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right)
STime:=Timings[10]-10;
Delay:=Timings[11]-Timings[10]+5;
if CTime > STime then
@@ -782,7 +782,7 @@ Log.LogStatus('',' JB-4'); glPopMatrix;
end;
-// Canni (von links reinschieben, nach rechts oben rausschieben)
+// Canni (von links reinschieben, nach rechts oben rausschieben) - (shift in from left, shift out to upper right)
STime:=Timings[11]-10;
Delay:=Timings[12]-Timings[11]+5;
if CTime > STime then
@@ -847,7 +847,7 @@ Log.LogStatus('',' JB-4'); glPopMatrix;
end;
-// Commandio (von unten reinklappen, nach rechts oben rausklappen)
+// Commandio (von unten reinklappen, nach rechts oben rausklappen) - (flip in from down, flip out to upper right)
STime:=Timings[12]-10;
Delay:=Timings[13]-Timings[12];
if CTime > STime then
@@ -961,7 +961,7 @@ Log.LogStatus('',' JB-4'); glPopMatrix;
end;
-// Mog (von links reinklappen, nach rechts unten rausklappen)
+// Mog (von links reinklappen, nach rechts unten rausklappen) - (flip in from right, flip out to lower right)
STime:=Timings[14]-10;
Delay:=Timings[15]-Timings[14]+5;
if CTime > STime then
@@ -1030,7 +1030,7 @@ Log.LogStatus('',' JB-4'); glPopMatrix;
end;
-// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
+// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) - (rotate in from upper right, shift out to lower left while shrinking and rotateing)
STime:=Timings[15]-10;
Delay:=Timings[16]-Timings[15]+5;
if CTime > STime then
@@ -1100,7 +1100,7 @@ Log.LogStatus('',' JB-4'); glPopMatrix;
end;
-// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen)
+// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) - (shift in from lower right, rotate out to upper right)
STime:=Timings[16]-10;
Delay:=Timings[17]-Timings[16]+5;
if CTime > STime then
@@ -1170,7 +1170,7 @@ Log.LogStatus('',' JB-4'); glPopMatrix;
end;
-// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen)
+// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) - (flip in from lower left, flip out to upper right)
STime:=Timings[17]-10;
Delay:=Timings[18]-Timings[17];
if CTime > STime then
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 7121901b..09844f9b 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -633,7 +633,7 @@ begin if CatSongs.Song[I].Main then
break;
end;
- //In I ist jetzt die Kategorie in I2 der Song
+ //In I is now the categorie in I2 the song
//Choose Cat
CatSongs.ShowCategoryList;
@@ -664,10 +664,10 @@ begin end;
SDLK_1:
- begin //Jocker // to-do : Party
+ begin //Joker // to-do : Party
{if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then
begin
- //Joker spielen
+ //Use Joker
Dec(PartySession.Teams.Teaminfo[0].Joker);
SelectRandomSong;
SetJoker;
@@ -675,10 +675,10 @@ begin end;
SDLK_2:
- begin //Jocker
+ begin //Joker
{if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then
begin
- //Joker spielen
+ //Use Joker
Dec(PartySession.Teams.Teaminfo[1].Joker);
SelectRandomSong;
SetJoker;
@@ -686,10 +686,10 @@ begin end;
SDLK_3:
- begin //Jocker
+ begin //Joker
{if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then
begin
- //Joker spielen
+ //Use Joker
Dec(PartySession.Teams.Teaminfo[2].Joker);
SelectRandomSong;
SetJoker;
@@ -1314,7 +1314,7 @@ begin Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers
Theme.Song.CoverH: Höhe der Cover
- (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Abstand zum MIttleren Cover in %
+ (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Distance to middle Cover in %
}
//Change Pos of all Buttons
@@ -2127,7 +2127,7 @@ procedure TScreenSong.DoJoker (Team: Byte); begin
{if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then
begin
- //Joker spielen
+ //Use Joker
Dec(PartySession.Teams.Teaminfo[Team].Joker);
SelectRandomSong;
SetJoker;
diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas index ee46a4a5..26843c3b 100644 --- a/Game/Code/Screens/UScreenSongMenu.pas +++ b/Game/Code/Screens/UScreenSongMenu.pas @@ -121,7 +121,7 @@ begin SDLK_1: begin //Jocker - //Joker spielen + //Use Joker case CurMenu of SM_Party_Main: begin @@ -131,7 +131,7 @@ begin end; SDLK_2: begin //Jocker - //Joker spielen + //Use Joker case CurMenu of SM_Party_Main: begin @@ -141,7 +141,7 @@ begin end; SDLK_3: begin //Jocker - //Joker spielen + //Use Joker case CurMenu of SM_Party_Main: begin |