From 75ffe22658f51a3b216b21c9a16c4a66eb6a1402 Mon Sep 17 00:00:00 2001 From: Murai Takashi Date: Sat, 9 May 2020 20:06:05 +0900 Subject: [PATCH] GLInfo: Add localization for capabilities. Change-Id: Iafa1ab40962df779efd85a708a54358c96bcaaf3 Reviewed-on: https://review.haiku-os.org/c/haiku/+/2622 Reviewed-by: Adrien Destugues --- .../kits/opengl/glinfo/CapabilitiesView.cpp | 30 +++++++++---------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/src/tests/kits/opengl/glinfo/CapabilitiesView.cpp b/src/tests/kits/opengl/glinfo/CapabilitiesView.cpp index bd914c5368..e20abb90af 100644 --- a/src/tests/kits/opengl/glinfo/CapabilitiesView.cpp +++ b/src/tests/kits/opengl/glinfo/CapabilitiesView.cpp @@ -53,51 +53,51 @@ CapabilitiesView::CapabilitiesView() // add the rows fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_AUX_BUFFERS, - "Auxiliary buffer(s)")); + B_TRANSLATE("Auxiliary buffer(s)"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow( - GL_MAX_MODELVIEW_STACK_DEPTH, "Model stack size")); + GL_MAX_MODELVIEW_STACK_DEPTH, B_TRANSLATE("Model stack size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow( - GL_MAX_PROJECTION_STACK_DEPTH, "Projection stack size")); + GL_MAX_PROJECTION_STACK_DEPTH, B_TRANSLATE("Projection stack size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow( - GL_MAX_TEXTURE_STACK_DEPTH, "Texture stack size")); + GL_MAX_TEXTURE_STACK_DEPTH, B_TRANSLATE("Texture stack size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow( - GL_MAX_NAME_STACK_DEPTH, "Name stack size")); + GL_MAX_NAME_STACK_DEPTH, B_TRANSLATE("Name stack size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIST_NESTING, - "List stack size")); + B_TRANSLATE("List stack size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow( - GL_MAX_ATTRIB_STACK_DEPTH, "Attributes stack size")); + GL_MAX_ATTRIB_STACK_DEPTH, B_TRANSLATE("Attributes stack size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_SIZE, - "Maximum 2D texture size")); + B_TRANSLATE("Maximum 2D texture size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_3D_TEXTURE_SIZE, - "Maximum 3D texture size")); + B_TRANSLATE("Maximum 3D texture size"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_UNITS_ARB, - "Maximum texture units")); + B_TRANSLATE("Maximum texture units"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIGHTS, - "Maximum lights")); + B_TRANSLATE("Maximum lights"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_CLIP_PLANES, - "Maximum clipping planes")); + B_TRANSLATE("Maximum clipping planes"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_EVAL_ORDER, - "Maximum evaluators equation order")); + B_TRANSLATE("Maximum evaluators equation order"))); fCapabilitiesList->AddRow(_CreateConvolutionCapabilitiesRow()); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_INDICES, - "Maximum recommended index elements")); + B_TRANSLATE("Maximum recommended index elements"))); fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_VERTICES, - "Maximum recommended vertex elements")); + B_TRANSLATE("Maximum recommended vertex elements"))); // add the list