[Scummvm-git-logs] scummvm master -> 567e7cbfa5710dba3fe5f6c17830bac9cdc11230

lolbot-iichan lolbot_iichan at mail.ru
Sat Jun 26 13:21:54 UTC 2021


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
dc3b6c5af8 WINTERMUTE: Update keymapper IDs and descriptions
567e7cbfa5 WINTERMUTE: Add I18N comments for obscure actions


Commit: dc3b6c5af8f67988e90a64de57263e75f3fc1837
    https://github.com/scummvm/scummvm/commit/dc3b6c5af8f67988e90a64de57263e75f3fc1837
Author: lb_ii (lolbot_iichan at mail.ru)
Date: 2021-06-26T16:21:51+03:00

Commit Message:
WINTERMUTE: Update keymapper IDs and descriptions

Changed paths:
    engines/wintermute/keymapper_tables.h


diff --git a/engines/wintermute/keymapper_tables.h b/engines/wintermute/keymapper_tables.h
index 5e8d2ac8f4..b40e8d0eba 100644
--- a/engines/wintermute/keymapper_tables.h
+++ b/engines/wintermute/keymapper_tables.h
@@ -171,7 +171,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_RIGHT"); // extra joy
 		gameKeyMap->addAction(act);
 
-		act = new Action("GEOM", _("Show scene geometry"));
+		act = new Action("DBGSCN", _("Show scene geometry"));
 		act->setKeyEvent(KEYCODE_F1);
 		act->addDefaultInputMapping("F1"); // original keyboard
 		act->addDefaultInputMapping("MOUSE_MIDDLE"); // extra mouse
@@ -355,7 +355,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_Y"); // extra joy
 		gameKeyMap->addAction(act);
 
-		act = new Action("ALTUSE", _("Alt use item"));
+		act = new Action("ALTUSE", _("Alternative action"));
 		act->setMiddleClickEvent();
 		act->addDefaultInputMapping("MOUSE_MIDDLE"); // original mouse
 		act->addDefaultInputMapping("BACKSPACE"); // extra keyboard
@@ -679,7 +679,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_DOWN"); // extra joy
 		gameKeyMap->addAction(act);
 
-		act = new Action("GEOM", _("Show scene geometry"));
+		act = new Action("DBGSCN", _("Show scene geometry"));
 		act->setKeyEvent(KeyState(KEYCODE_F2, 0, KBD_CTRL));
 		act->addDefaultInputMapping("C+F2"); // original keyboard
 		gameKeyMap->addAction(act);
@@ -1079,7 +1079,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("F8"); // original keyboard
 		gameKeyMap->addAction(act);
 
-		act = new Action("SKIPMG", _("Skip minigame"));
+		act = new Action(kStandardActionSkip, _("Skip"));
 		act->setKeyEvent(KeyState(KEYCODE_BACKSPACE, ASCII_BACKSPACE));
 		act->addDefaultInputMapping("BACKSPACE"); // original keyboard
 		//TODO: extra joy control, e.g. "JOY_R+JOY_B"
@@ -1373,7 +1373,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_DOWN"); // extra joy
 		gameKeyMap->addAction(act);
 
-		act = new Action("SHIFT", _("Shift"));
+		act = new Action("SHIFT", _("Shift key"));
 		act->setKeyEvent(KEYCODE_RSHIFT);
 		act->addDefaultInputMapping("LSHIFT"); // original keyboard control
 		act->addDefaultInputMapping("RSHIFT"); // original keyboard control
@@ -1473,7 +1473,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("t"); // original keyboard
 		gameKeyMap->addAction(act);
 
-		act = new Action("VICH", _("Use Chapayev"));
+		act = new Action("ALTUSE", _("Chapayev's action"));
 		act->setKeyEvent(KeyState(KEYCODE_c, 'c'));
 		act->addDefaultInputMapping("6"); // original keyboard
 		act->addDefaultInputMapping("c"); // original keyboard
@@ -1514,7 +1514,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_Y"); // extra joy
 		gameKeyMap->addAction(act);
 
-		act = new Action("PAUSE", _("Pause"));
+		act = new Action(kStandardActionPause, _("Pause"));
 		act->setKeyEvent(KeyState(KEYCODE_SPACE, ASCII_SPACE));
 		act->addDefaultInputMapping("SPACE"); // original keyboard
 		act->addDefaultInputMapping("p"); // original keyboard
@@ -1550,14 +1550,14 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("S+p"); // original keyboard
 		gameKeyMap->addAction(act);
 	} else if (gameId == "polechudes") {
-		act = new Action("SLOW", _("Spin slower"));
+		act = new Action("SLOWER", _("Spin wheel slower"));
 		act->setKeyEvent(KEYCODE_F1);
 		act->addDefaultInputMapping("F1"); // original keyboard
 		act->addDefaultInputMapping("MOUSE_WHEEL_UP"); // extra mouse
 		act->addDefaultInputMapping("JOY_UP"); // extra joy
 		gameKeyMap->addAction(act);
 
-		act = new Action("FAST", _("Spin faster"));
+		act = new Action("FASTER", _("Spin wheel faster"));
 		act->setKeyEvent(KEYCODE_F2);
 		act->addDefaultInputMapping("F2"); // original keyboard
 		act->addDefaultInputMapping("MOUSE_WHEEL_DOWN"); // extra mouse
@@ -1757,7 +1757,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("F1"); // original keyboard
 		gameKeyMap->addAction(act);
 
-		act = new Action("GEOM", _("Show scene geometry"));
+		act = new Action("DBGSCN", _("Show scene geometry"));
 		act->setKeyEvent(KEYCODE_F2);
 		act->addDefaultInputMapping("F2"); // original keyboard
 		act->addDefaultInputMapping("MOUSE_MIDDLE"); // extra mouse
@@ -1784,7 +1784,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("F6"); // original keyboard
 		gameKeyMap->addAction(act);
 
-		act = new Action("BEZIER", _("Bezier window"));
+		act = new Action("DBGBEZ", _("Bezier window"));
 		act->setKeyEvent(KEYCODE_F7);
 		act->addDefaultInputMapping("F7"); // original keyboard
 		gameKeyMap->addAction(act);
@@ -1800,7 +1800,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("F3"); // original keyboard
 		gameKeyMap->addAction(act);
 	} else if (gameId == "twc") {
-		act = new Action("ACT", _("Droid action"));
+		act = new Action("ALTUSE", _("Droid's action"));
 		act->setKeyEvent(KeyState(KEYCODE_SPACE, ASCII_SPACE));
 		act->addDefaultInputMapping("SPACE"); // original keyboard
 		act->addDefaultInputMapping("MOUSE_MIDDLE"); // extra mouse
@@ -1862,7 +1862,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_LEFT"); // extra joy
 		gameKeyMap->addAction(act);
 
-		act = new Action(kStandardActionOpenSettings, _("Music menu"));
+		act = new Action(kStandardActionOpenSettings, _("Settings"));
 		act->setKeyEvent(KeyState(KEYCODE_m, 'm'));
 		act->addDefaultInputMapping("m"); // original keyboard
 		act->addDefaultInputMapping("JOY_RIGHT"); // extra joy


Commit: 567e7cbfa5710dba3fe5f6c17830bac9cdc11230
    https://github.com/scummvm/scummvm/commit/567e7cbfa5710dba3fe5f6c17830bac9cdc11230
Author: lb_ii (lolbot_iichan at mail.ru)
Date: 2021-06-26T16:21:51+03:00

Commit Message:
WINTERMUTE: Add I18N comments for obscure actions

Changed paths:
    engines/wintermute/keymapper_tables.h


diff --git a/engines/wintermute/keymapper_tables.h b/engines/wintermute/keymapper_tables.h
index b40e8d0eba..59f2c0ab86 100644
--- a/engines/wintermute/keymapper_tables.h
+++ b/engines/wintermute/keymapper_tables.h
@@ -171,6 +171,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_RIGHT"); // extra joy
 		gameKeyMap->addAction(act);
 
+		// I18N: Debug feature to draw lines of scene geometry: walls, walking areas, etc
 		act = new Action("DBGSCN", _("Show scene geometry"));
 		act->setKeyEvent(KEYCODE_F1);
 		act->addDefaultInputMapping("F1"); // original keyboard
@@ -355,6 +356,8 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_Y"); // extra joy
 		gameKeyMap->addAction(act);
 
+		// I18N: Some items are scripted to have alternative "Use" action, when MiddleClick is used
+		// It may result in actor saying different text or item being decomposed to it's parts 
 		act = new Action("ALTUSE", _("Alternative action"));
 		act->setMiddleClickEvent();
 		act->addDefaultInputMapping("MOUSE_MIDDLE"); // original mouse
@@ -679,6 +682,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_DOWN"); // extra joy
 		gameKeyMap->addAction(act);
 
+		// I18N: Debug feature to draw lines of scene geometry: walls, walking areas, etc
 		act = new Action("DBGSCN", _("Show scene geometry"));
 		act->setKeyEvent(KeyState(KEYCODE_F2, 0, KBD_CTRL));
 		act->addDefaultInputMapping("C+F2"); // original keyboard
@@ -699,6 +703,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("C+F6"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug interface with a CLI for various features
 		act = new Action("DBGCLI", _("Show debug parser"));
 		act->setKeyEvent(KeyState(KEYCODE_F7, 0, KBD_CTRL));
 		act->addDefaultInputMapping("C+F7"); // original keyboard
@@ -706,16 +711,19 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		//TODO: extra joy control, e.g. "JOY_R+JOY_B"
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug text message
 		act = new Action("DBGTXT", _("Debug print"));
 		act->setKeyEvent(KeyState(KEYCODE_F8, 0, KBD_CTRL));
 		act->addDefaultInputMapping("C+F8"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Exits the game
 		act = new Action("EXIT", _("Exit"));
 		act->setKeyEvent(KeyState(KEYCODE_F9, 0, KBD_CTRL));
 		act->addDefaultInputMapping("C+F9"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug interface that changes light settings
 		act = new Action("LIGHT", _("Light helper window"));
 		act->setKeyEvent(KeyState(KEYCODE_F11, 0, KBD_CTRL));
 		act->addDefaultInputMapping("C+F11"); // original keyboard
@@ -761,6 +769,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("S+RIGHT"); // original keyboard
 		gameKeyMap->addAction(act);
 	} else if (gameId == "apeiron") {
+		// I18N: Displays a blueprint with robot parts
 		act = new Action("BLUE", _("Show blueprint"));
 		act->setKeyEvent(KeyState(KEYCODE_SPACE, ASCII_SPACE));
 		act->addDefaultInputMapping("SPACE"); // original keyboard
@@ -841,6 +850,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		//TODO: extra joy control, e.g. "JOY_R+JOY_B"
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug text message
 		act = new Action("DBGTXT", _("Debug print"));
 		act->setKeyEvent(KEYCODE_F2);
 		act->addDefaultInputMapping("F2"); // original keyboard
@@ -965,6 +975,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 
 		Common::String extra = ConfMan.get("extra", target);
 		if (extra.hasPrefix("1.2.230.") || extra.hasPrefix("1.2.304.") || extra.hasPrefix("1.2.362.")) {
+			// I18N: ultra_super_mega_fast_walk is the name of the variable used at game script for this speed
 			act = new Action("SPDMAX", _("Walking speed: Ultra Super Mega Fast"));
 			act->setKeyEvent(KeyState(KEYCODE_s, 's', KBD_CTRL|KBD_ALT|KBD_SHIFT));
 			act->addDefaultInputMapping("C+A+S+s"); // original keyboard
@@ -1373,6 +1384,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_DOWN"); // extra joy
 		gameKeyMap->addAction(act);
 
+		// I18N: At one of the puzzles game asks to press Up key / Shift key / Down key
 		act = new Action("SHIFT", _("Shift key"));
 		act->setKeyEvent(KEYCODE_RSHIFT);
 		act->addDefaultInputMapping("LSHIFT"); // original keyboard control
@@ -1473,6 +1485,8 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("t"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Chapayev is the name of game character, Vasily Chapayev
+		// This action makes Chapayev interact with item instead of Petka
 		act = new Action("ALTUSE", _("Chapayev's action"));
 		act->setKeyEvent(KeyState(KEYCODE_c, 'c'));
 		act->addDefaultInputMapping("6"); // original keyboard
@@ -1487,6 +1501,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 			//TODO: extra joy control, e.g. "JOY_R+JOY_A"
 			gameKeyMap->addAction(act);
 
+			// I18N: Displays a debug text message
 			act = new Action("DBGTXT", _("Debug print"));
 			act->setKeyEvent(KEYCODE_BACKSPACE);
 			act->addDefaultInputMapping("BACKSPACE"); // original keyboard
@@ -1550,6 +1565,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("S+p"); // original keyboard
 		gameKeyMap->addAction(act);
 	} else if (gameId == "polechudes") {
+		// I18N: This game is called "Pole Chudes" and it features a wheel similar to "Wheel of Fortune" TV show
 		act = new Action("SLOWER", _("Spin wheel slower"));
 		act->setKeyEvent(KEYCODE_F1);
 		act->addDefaultInputMapping("F1"); // original keyboard
@@ -1557,6 +1573,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_UP"); // extra joy
 		gameKeyMap->addAction(act);
 
+		// I18N: This game is called "Pole Chudes" and it features a wheel similar to "Wheel of Fortune" TV show
 		act = new Action("FASTER", _("Spin wheel faster"));
 		act->setKeyEvent(KEYCODE_F2);
 		act->addDefaultInputMapping("F2"); // original keyboard
@@ -1736,6 +1753,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("3"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug text message
 		act = new Action("DBGTXT", _("Debug print"));
 		act->setKeyEvent(KEYCODE_F6);
 		act->addDefaultInputMapping("F6"); // original keyboard
@@ -1757,6 +1775,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("F1"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Debug feature to draw lines of scene geometry: walls, walking areas, etc
 		act = new Action("DBGSCN", _("Show scene geometry"));
 		act->setKeyEvent(KEYCODE_F2);
 		act->addDefaultInputMapping("F2"); // original keyboard
@@ -1779,11 +1798,13 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("F5"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug text message
 		act = new Action("DBGTXT", _("Debug print"));
 		act->setKeyEvent(KEYCODE_F6);
 		act->addDefaultInputMapping("F6"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug interface with Bezier curves
 		act = new Action("DBGBEZ", _("Bezier window"));
 		act->setKeyEvent(KEYCODE_F7);
 		act->addDefaultInputMapping("F7"); // original keyboard
@@ -1800,6 +1821,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("F3"); // original keyboard
 		gameKeyMap->addAction(act);
 	} else if (gameId == "twc") {
+		// I18N: Use droid to perform an action
 		act = new Action("ALTUSE", _("Droid's action"));
 		act->setKeyEvent(KeyState(KEYCODE_SPACE, ASCII_SPACE));
 		act->addDefaultInputMapping("SPACE"); // original keyboard
@@ -1907,6 +1929,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		//TODO: extra joy control, e.g. "JOY_R+JOY_B"
 		gameKeyMap->addAction(act);
 	} else if (gameId == "wtetris") {
+		// I18N: It's a Tetris game clone, this action rotates current tetris item
 		act = new Action("ROTATE", _("Rotate"));
 		act->setKeyEvent(KEYCODE_UP);
 		act->addDefaultInputMapping("UP"); // original keyboard
@@ -1932,6 +1955,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("JOY_RIGHT"); // extra joy
 		gameKeyMap->addAction(act);
 
+		// I18N: It's a Tetris game clone, this action drops current tetris item
 		act = new Action("DROP", _("Drop"));
 		act->setKeyEvent(KEYCODE_DOWN);
 		act->addDefaultInputMapping("DOWN"); // original keyboard
@@ -1980,6 +2004,7 @@ inline Common::KeymapArray getWintermuteKeymaps(const char *target, const Common
 		act->addDefaultInputMapping("RIGHT"); // original keyboard
 		gameKeyMap->addAction(act);
 
+		// I18N: Displays a debug FPS counter
 		act = new Action("DBGFPS", _("Debug FPS"));
 		act->setKeyEvent(KEYCODE_F2);
 		act->addDefaultInputMapping("F2"); // original keyboard




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