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Re: [Wesnoth-dev] another level of indirection for dependencies?


From: Guillaume Melquiond
Subject: Re: [Wesnoth-dev] another level of indirection for dependencies?
Date: Sun, 17 Jul 2005 11:10:47 +0200

On 7/16/05, ott wrote:
> I'm starting
> to understand the viewpoint of people like Joerg Schilling, the author
> of cdrecord, who roll their own build systems.

You should have cited Jam (and its many derivatives) instead. If you
want to keep a bit of credibility, never use Joerg Schilling as an
example of good practice and sane design. :-))

> > Why not systematically put a "#define GETTEXT_DOMAIN wesnoth-someting"
> > at the start of each source file, instead of only a few of them? It
> > would make it clear what the domain is, and a simple grep would give
> > you the list of files you are looking for. Am I missing something?
> 
> Would be happy to add this.  What heuristic to use, though?  We have
> the lists of files in the wesnoth.*_SOURCES targets, and a different
> set of lists in the various POTFILES.in.  It would seem to me to make
> sense to include files in the intersection of wesnoth_editor_SOURCES
> and wesnoth_SOURCES into gettext domain wesnoth-lib, but I recall yann
> discussing this a few months ago and deciding not to proceed (as a result
> we have a very small wesnoth-lib, almost all code strings are in wesnoth,
> even though almost all files are shared between the game and the editor
> and very few are exclusive).

I don't see the point of asking the translators to translate twice the
same sentences used in the same contexts. If a file is present in both
the game and the editor, the sentences should be in "wesnoth-lib".
Then we can tweak the domains by hand for the most obvious defects,
for example the presence of the network files in the editor is only a
linking artifact, hence the sentences don't have to be in the
"wesnoth-lib" domain.




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