- intro is now fully translatable and configurable (see english.lng file at the bottom for intro strings)

- added game loading text strings to language file
- ONLY load the font type we are using
This commit is contained in:
Mark Vejvoda
2011-11-02 17:17:28 +00:00
parent 5caf2ee82f
commit 30e1f45cc7
25 changed files with 540 additions and 187 deletions

View File

@@ -44,11 +44,15 @@ private:
PropertyMap propertyMap;
string path;
static string applicationPath;
static string gameVersion;
public:
static void setApplicationPath(string value) { applicationPath=value; }
static string getApplicationPath() { return applicationPath; }
static void setGameVersion(string value) { gameVersion=value; }
static string getGameVersion() { return gameVersion; }
void clear();
void load(const string &path,bool clearCurrentProperties=true);
void save(const string &path);

View File

@@ -44,6 +44,7 @@ using namespace Shared::Graphics;
namespace Shared{ namespace Util{
string Properties::applicationPath = "";
string Properties::gameVersion = "";
// =====================================================
// class Properties
@@ -506,6 +507,8 @@ std::map<string,string> Properties::getTagReplacementValues(std::map<string,stri
//mapTagReplacementValues["%%COMMONDATAPATH%%", Properties::applicationPath + "/commondata/");
#endif
mapTagReplacementValues["$GAMEVERSION"] = Properties::gameVersion;
//
// #2
// Next add the extra tags if passed in
@@ -597,6 +600,7 @@ bool Properties::applyTagsToValue(string &value, std::map<string,string> *mapTag
//replaceAll(value, "%%COMMONDATAPATH%%", Properties::applicationPath + "/commondata/");
#endif
replaceAll(value, "$GAMEVERSION", Properties::gameVersion);
}
//if(originalValue != value || originalValue.find("$APPLICATIONDATAPATH") != string::npos) {