Mod metadata, load screens and mod content is all now sourced from ftl files, allowing these items to be translated.
Translations are now initialized as part of ModData creation, as currently they are made available too late for the usage we need here.
The "modcontent" mod learns a new parameter for "Content.TranslationFile" - this allows a mod to provide the path of a translation file to the mod which it can load. This allows mods such as ra, cnc, d2k, ts to own the translations for their ModContent, yet still make them accessible to the modcontent mod.
CheckFluentReference learns to validate all these new fields to ensure translations have been set.
The Text element of these widgets was changed from display text to a translation key as part of adding translation support. Functions interested in the display text need to invoke GetText instead. Lots of functions have not been updated, resulting in symptoms such as measuring the font size of the translation key rather than the display text and resizing a widget to the wrong size.
Update all callers to use GetText when getting or setting display text. This ensure their existing functionality that was intended to work in terms of the display text and not the translation key works as expected.
- Add prefixes to all message keys to provide context
- Use messages with attributes for some UI elements (dropdowns, dialogs, checkboxes, menus)
- Rename some class fields for consistency with translation keys
modify ChooseInitialMap to throw NoAvailalbeMaps exception if no maps were loaded.
implement Utilities.TryWithPrompt - safe execution of a provided action with ability to prompt user on error.
- Leaving a game now returns you to the respective menu.
- I think that I covered all of the possibilities (mission, skirmish, multiplayer, map editor, replay).