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Arbitration: make the shortcuts for assignments translatable
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parent
ab14c9a949
commit
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1 changed files with 20 additions and 8 deletions
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@ -82,22 +82,34 @@ ArbitAssignments::ArbitAssignments(QWidget *parent, PublicGame *iGame)
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QObject::connect(shortcut, SIGNAL(activated()),
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(suppressMove()));
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this, SLOT(suppressMove()));
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shortcut = new QShortcut(QString("T"), treeViewPlayers);
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// TRANSLATORS: 'T' is the keyboard shortcut used in arbitration mode
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// to assign the top move to players. If translated, the translation
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// will be used as shortcut instead of 'T'.
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shortcut = new QShortcut(_q("T"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(assignTopMove()));
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this, SLOT(assignTopMove()));
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shortcut = new QShortcut(QString("S"), treeViewPlayers);
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// TRANSLATORS: 'S' stands for Solo, it is used as column header in
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// the history, and in the players table in arbitration mode. It is also
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// used as shortcut to assign a solo, in arbitration mode.
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shortcut = new QShortcut(_q("S"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(addRemoveSolo()));
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this, SLOT(addRemoveSolo()));
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shortcut = new QShortcut(QString("W"), treeViewPlayers);
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// TRANSLATORS: 'W' stands for Warning, it is used as column header in
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// the history, and in the players table in arbitration mode. It is also
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// used as shortcut to assign a warning, in arbitration mode.
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shortcut = new QShortcut(_q("W"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(addRemoveWarning()));
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this, SLOT(addRemoveWarning()));
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shortcut = new QShortcut(QString("P"), treeViewPlayers);
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// TRANSLATORS: 'P' stands for Penalty, it is used as column header in
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// the history, and in the players table in arbitration mode. It is also
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// used as shortcut to assign a penalty, in arbitration mode.
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shortcut = new QShortcut(_q("P"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(addRemovePenalty()));
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this, SLOT(addRemovePenalty()));
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@ -300,7 +312,7 @@ void ArbitAssignments::populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint)
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// Action to assign the top move
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// Action to assign the top move
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QAction *assignTopMoveAction = new QAction(_q("Assign top move (if unique)"), this);
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QAction *assignTopMoveAction = new QAction(_q("Assign top move (if unique)"), this);
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assignTopMoveAction->setStatusTip(_q("Assign the top move (if unique) to the selected player(s)"));
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assignTopMoveAction->setStatusTip(_q("Assign the top move (if unique) to the selected player(s)"));
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assignTopMoveAction->setShortcut(Qt::Key_T);
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assignTopMoveAction->setShortcut(_q("T"));
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QObject::connect(assignTopMoveAction, SIGNAL(triggered()),
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QObject::connect(assignTopMoveAction, SIGNAL(triggered()),
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this, SLOT(assignTopMove()));
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this, SLOT(assignTopMove()));
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iMenu.addAction(assignTopMoveAction);
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iMenu.addAction(assignTopMoveAction);
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@ -326,7 +338,7 @@ void ArbitAssignments::populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint)
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// Action to give or remove a solo to players
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// Action to give or remove a solo to players
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QAction *soloAction = new QAction(_q("Give (or remove) a solo"), this);
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QAction *soloAction = new QAction(_q("Give (or remove) a solo"), this);
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soloAction->setStatusTip(_q("Give a solo to the selected player, or remove it if (s)he already has one"));
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soloAction->setStatusTip(_q("Give a solo to the selected player, or remove it if (s)he already has one"));
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soloAction->setShortcut(Qt::Key_S);
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soloAction->setShortcut(_q("S"));
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QObject::connect(soloAction, SIGNAL(triggered()),
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QObject::connect(soloAction, SIGNAL(triggered()),
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this, SLOT(addRemoveSolo()));
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this, SLOT(addRemoveSolo()));
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iMenu.addAction(soloAction);
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iMenu.addAction(soloAction);
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@ -336,7 +348,7 @@ void ArbitAssignments::populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint)
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// Action to give or remove a warning to players
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// Action to give or remove a warning to players
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QAction *warningAction = new QAction(_q("Give (or remove) a warning"), this);
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QAction *warningAction = new QAction(_q("Give (or remove) a warning"), this);
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warningAction->setStatusTip(_q("Give a warning to the selected player(s), or remove it if they already have one"));
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warningAction->setStatusTip(_q("Give a warning to the selected player(s), or remove it if they already have one"));
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warningAction->setShortcut(Qt::Key_W);
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warningAction->setShortcut(_q("W"));
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QObject::connect(warningAction, SIGNAL(triggered()),
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QObject::connect(warningAction, SIGNAL(triggered()),
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this, SLOT(addRemoveWarning()));
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this, SLOT(addRemoveWarning()));
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iMenu.addAction(warningAction);
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iMenu.addAction(warningAction);
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@ -344,7 +356,7 @@ void ArbitAssignments::populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint)
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// Action to give or remove a penalty to players
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// Action to give or remove a penalty to players
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QAction *penaltyAction = new QAction(_q("Give (or remove) a penalty"), this);
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QAction *penaltyAction = new QAction(_q("Give (or remove) a penalty"), this);
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penaltyAction->setStatusTip(_q("Give a penalty to the selected player(s), or remove it if they already have one"));
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penaltyAction->setStatusTip(_q("Give a penalty to the selected player(s), or remove it if they already have one"));
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penaltyAction->setShortcut(Qt::Key_P);
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penaltyAction->setShortcut(_q("P"));
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QObject::connect(penaltyAction, SIGNAL(triggered()),
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QObject::connect(penaltyAction, SIGNAL(triggered()),
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this, SLOT(addRemovePenalty()));
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this, SLOT(addRemovePenalty()));
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iMenu.addAction(penaltyAction);
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iMenu.addAction(penaltyAction);
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