From f848f3ecc8dc36b6992448a36a6b79d550c6d1e7 Mon Sep 17 00:00:00 2001 From: f1fth_freed0m Date: Thu, 6 Mar 2008 04:22:00 +0000 Subject: Translated German comments to English git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@918 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/UCore.pas | 2 +- Game/Code/Classes/UDataBase.pas | 2 +- Game/Code/Classes/UDraw.pas | 6 +++++- Game/Code/Classes/UGraphic.pas | 30 +++++++++++++++++++++++++----- Game/Code/Classes/UGraphicClasses.pas | 2 +- 5 files changed, 33 insertions(+), 9 deletions(-) (limited to 'Game/Code/Classes') 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 ?? die werden doch aber im Manager bei Draw getötet, wenns 0 is + //Live = 0 => Live forever ?? but if this is 0 they would be killed in the Manager at Draw if (Live > 0) then Dec(Live); -- cgit v1.2.3