(svn r21157) -Codechange: remove information about the text direction out of the language "list"
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@@ -207,7 +207,7 @@ void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_se
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* right-to-left characters depending on the context. As the next text might be an user's name, the
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* user name's characters will influence the direction of the "***" instead of the language setting
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* of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
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char *msg_ptr = message + Utf8Encode(message, _dynlang.text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
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char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
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GetString(msg_ptr, strid, lastof(message));
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DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
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@@ -1543,7 +1543,7 @@ struct NetworkLobbyWindow : public Window {
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void DrawMatrix(const Rect &r) const
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{
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bool rtl = _dynlang.text_dir == TD_RTL;
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bool rtl = _current_text_dir == TD_RTL;
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uint left = r.left + WD_FRAMERECT_LEFT;
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uint right = r.right - WD_FRAMERECT_RIGHT;
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@@ -2064,7 +2064,7 @@ struct NetworkClientListWindow : Window {
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{
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if (widget != CLW_PANEL) return;
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bool rtl = _dynlang.text_dir == TD_RTL;
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bool rtl = _current_text_dir == TD_RTL;
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int icon_y_offset = 1 + (FONT_HEIGHT_NORMAL - 10) / 2;
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uint y = r.top + WD_FRAMERECT_TOP;
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uint left = r.left + WD_FRAMERECT_LEFT;
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