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* Translated using Weblate (French)we prefer instagib metl32014-02-16
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* Run updatepo.shPilzAdam2013-11-23
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* Translated using Weblate (French)we prefer instagib metl32013-10-08
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* Run updatepo.shIlya Zhuravlev2013-09-08
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* Run util/updatepo.shPilzAdam2013-08-25
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* Translated using Weblate (French)Nicola Spanti2013-08-25
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* Translated using Weblate (French)we prefer instagib metl32013-08-25
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* Fix i18n of some strings.arsdragonfly2013-07-02
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* Translated using Weblate (French)Dany Cuartiella2013-06-02
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* Translated using Weblate (French)Ilya Zhuravlev2013-06-01
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* Translated using Weblate (French)we prefer instagib metl32013-05-17
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* Update po filesPilzAdam2013-05-13
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* Translated using Weblate (French)we prefer instagib metl32013-05-13
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* Translated using Weblate (French)Me Moala2013-04-18
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* Translated using Weblate (French)we prefer instagib metl32013-04-03
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* Translated using Weblate (French)we prefer instagib metl32013-04-01
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* Update po filesPilzAdam2013-03-30
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* Translated using Weblate (French)we prefer instagib metl32013-02-28
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* Translated using Weblate (French)we prefer instagib metl32013-02-05
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* Merge remote branch 'origin/master'Weblate2013-02-02
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| * Translate key functions in key change menuPilzAdam2013-01-30
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* | Translated using Weblate (French)sub reptice2013-02-02
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* Update translation filesPerttu Ahola2013-01-23
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* update op PO filesConstantin Wenger2011-08-05
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* set some more text to gettext and updated po filesConstantin Wenger2011-07-30
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* updatepo cmake ruleGiuseppe Bilotta2011-07-22
| | | | | | | | | | Get rid of the system-specific updatelocales.sh and introduce an updatepo cmake rule. po files are also updated before creating the mo files, and we now keep the .pot file (in the po/en directory). To stabilize the po file creation, file contents are sorted by source filename. Update po files in the process.
* Static naming of po fileGiuseppe Bilotta2011-07-22
| | | | | | The po file should not be named c55 if we're in ∆. But since it is not exposed at installation time, we don't actually need its name to be based on the project name at all, so just call it minetest.po
* Added missing .po fil.eCyriaque Skrapits2011-07-21
lass="hl kwd">fgettext("Main menu") .. "]" } ui.overridden = true elseif gamedata ~= nil and gamedata.errormessage ~= nil then local error_message = core.formspec_escape(gamedata.errormessage) local error_title if string.find(gamedata.errormessage, "ModError") then error_title = fgettext("An error occurred in a Lua script:") else error_title = fgettext("An error occurred:") end formspec = { "size[14,8]", "real_coordinates[true]", "set_focus[btn_error_confirm;true]", "box[0.5,1.2;13,5;#000]", ("textarea[0.5,1.2;13,5;;%s;%s]"):format( error_title, error_message), "button[5,6.6;4,1;btn_error_confirm;" .. fgettext("OK") .. "]" } ui.overridden = true else local active_toplevel_ui_elements = 0 for key,value in pairs(ui.childlist) do if (value.type == "toplevel") then local retval = value:get_formspec() if retval ~= nil and retval ~= "" then active_toplevel_ui_elements = active_toplevel_ui_elements + 1 table.insert(formspec, retval) end end end -- no need to show addons if there ain't a toplevel element if (active_toplevel_ui_elements > 0) then for key,value in pairs(ui.childlist) do if (value.type == "addon") then local retval = value:get_formspec() if retval ~= nil and retval ~= "" then table.insert(formspec, retval) end end end end if (active_toplevel_ui_elements > 1) then core.log("warning", "more than one active ui ".. "element, self most likely isn't intended") end if (active_toplevel_ui_elements == 0) then core.log("warning", "no toplevel ui element ".. "active; switching to default") ui.childlist[ui.default]:show() formspec = {ui.childlist[ui.default]:get_formspec()} end end core.update_formspec(table.concat(formspec)) end -------------------------------------------------------------------------------- function ui.handle_buttons(fields) for key,value in pairs(ui.childlist) do local retval = value:handle_buttons(fields) if retval then ui.update() return end end end -------------------------------------------------------------------------------- function ui.handle_events(event) for key,value in pairs(ui.childlist) do if value.handle_events ~= nil then local retval = value:handle_events(event) if retval then return retval end end end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- initialize callbacks -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- core.button_handler = function(fields) if fields["btn_reconnect_yes"] then gamedata.reconnect_requested = false gamedata.errormessage = nil gamedata.do_reconnect = true core.start() return elseif fields["btn_reconnect_no"] or fields["btn_error_confirm"] then gamedata.errormessage = nil gamedata.reconnect_requested = false ui.update() return end if ui.handle_buttons(fields) then ui.update() end end -------------------------------------------------------------------------------- core.event_handler = function(event) -- Handle error messages if ui.overridden then if event == "MenuQuit" then gamedata.errormessage = nil gamedata.reconnect_requested = false ui.update() end return end if ui.handle_events(event) then ui.update() return end if event == "Refresh" then ui.update() return end end