Merge pull request #3989 from zhaowenlan1779/statusbar-retranslate
citra_qt: retranslate status bar
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commit
4a3c4f5f67
@ -1415,6 +1415,7 @@ void GMainWindow::OnLanguageChanged(const QString& locale) {
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UISettings::values.language = locale;
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UISettings::values.language = locale;
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LoadTranslation();
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LoadTranslation();
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ui.retranslateUi(this);
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ui.retranslateUi(this);
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RetranslateStatusBar();
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SetupUIStrings();
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SetupUIStrings();
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}
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}
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@ -1438,6 +1439,21 @@ void GMainWindow::SyncMenuUISettings() {
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ui.action_Screen_Layout_Swap_Screens->setChecked(Settings::values.swap_screen);
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ui.action_Screen_Layout_Swap_Screens->setChecked(Settings::values.swap_screen);
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}
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}
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void GMainWindow::RetranslateStatusBar() {
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if (emu_thread)
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UpdateStatusBar();
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emu_speed_label->setToolTip(tr("Current emulation speed. Values higher or lower than 100% "
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"indicate emulation is running faster or slower than a 3DS."));
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game_fps_label->setToolTip(tr("How many frames per second the game is currently displaying. "
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"This will vary from game to game and scene to scene."));
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emu_frametime_label->setToolTip(
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tr("Time taken to emulate a 3DS frame, not counting framelimiting or v-sync. For "
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"full-speed emulation this should be at most 16.67 ms."));
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multiplayer_state->retranslateUi();
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}
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#ifdef main
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#ifdef main
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#undef main
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#undef main
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#endif
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#endif
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@ -181,6 +181,7 @@ private:
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void UpdateStatusBar();
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void UpdateStatusBar();
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void LoadTranslation();
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void LoadTranslation();
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void SetupUIStrings();
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void SetupUIStrings();
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void RetranslateStatusBar();
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Ui::MainWindow ui;
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Ui::MainWindow ui;
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@ -65,6 +65,18 @@ void MultiplayerState::Close() {
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lobby->close();
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lobby->close();
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}
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}
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void MultiplayerState::retranslateUi() {
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status_text->setToolTip(tr("Current connection status"));
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if (current_state == Network::RoomMember::State::Uninitialized) {
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status_text->setText(tr("Not Connected. Click here to find a room!"));
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} else if (current_state == Network::RoomMember::State::Joined) {
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status_text->setText(tr("Connected"));
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} else {
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status_text->setText(tr("Not Connected"));
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}
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}
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void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
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void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
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LOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
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LOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
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bool is_connected = false;
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bool is_connected = false;
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@ -106,6 +118,8 @@ void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& s
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leave_room->setEnabled(false);
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leave_room->setEnabled(false);
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show_room->setEnabled(false);
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show_room->setEnabled(false);
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}
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}
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current_state = state;
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}
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}
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void MultiplayerState::OnAnnounceFailed(const Common::WebResult& result) {
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void MultiplayerState::OnAnnounceFailed(const Common::WebResult& result) {
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@ -36,6 +36,8 @@ public:
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return status_icon;
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return status_icon;
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}
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}
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void retranslateUi();
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public slots:
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public slots:
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void OnNetworkStateChanged(const Network::RoomMember::State& state);
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void OnNetworkStateChanged(const Network::RoomMember::State& state);
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void OnViewLobby();
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void OnViewLobby();
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@ -60,6 +62,7 @@ private:
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QAction* leave_room;
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QAction* leave_room;
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QAction* show_room;
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QAction* show_room;
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std::shared_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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std::shared_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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Network::RoomMember::State current_state = Network::RoomMember::State::Uninitialized;
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Network::RoomMember::CallbackHandle<Network::RoomMember::State> state_callback_handle;
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Network::RoomMember::CallbackHandle<Network::RoomMember::State> state_callback_handle;
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};
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};
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@ -46,10 +46,11 @@ struct ChatEntry {
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class RoomMember final {
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class RoomMember final {
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public:
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public:
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enum class State : u8 {
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enum class State : u8 {
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Idle, ///< Default state
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Uninitialized, ///< Not initialized
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Error, ///< Some error [permissions to network device missing or something]
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Idle, ///< Default state
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Joining, ///< The client is attempting to join a room.
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Error, ///< Some error [permissions to network device missing or something]
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Joined, ///< The client is connected to the room and is ready to send/receive packets.
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Joining, ///< The client is attempting to join a room.
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Joined, ///< The client is connected to the room and is ready to send/receive packets.
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LostConnection, ///< Connection closed
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LostConnection, ///< Connection closed
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// Reasons why connection was rejected
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// Reasons why connection was rejected
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