Nodes i18n: don't call gettext stuff twice for categories' names, when building Add menu.

Now ui-names in foreach_nodeclass functions are only marked as translatable, it’s up to the callback to actually translate them or not!
This commit is contained in:
Bastien Montagne
2012-05-16 15:01:46 +00:00
parent fc576add9f
commit 04bc61a0d5
3 changed files with 28 additions and 28 deletions

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@@ -72,16 +72,16 @@ static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func) static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
{ {
func(calldata, NODE_CLASS_INPUT, IFACE_("Input")); func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output")); func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color")); func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, IFACE_("Vector")); func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
func(calldata, NODE_CLASS_OP_FILTER, IFACE_("Filter")); func(calldata, NODE_CLASS_OP_FILTER, N_("Filter"));
func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor")); func(calldata, NODE_CLASS_CONVERTOR, N_("Convertor"));
func(calldata, NODE_CLASS_MATTE, IFACE_("Matte")); func(calldata, NODE_CLASS_MATTE, N_("Matte"));
func(calldata, NODE_CLASS_DISTORT, IFACE_("Distort")); func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
func(calldata, NODE_CLASS_GROUP, IFACE_("Group")); func(calldata, NODE_CLASS_GROUP, N_("Group"));
func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout")); func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
} }
static void free_node_cache(bNodeTree *UNUSED(ntree), bNode *node) static void free_node_cache(bNodeTree *UNUSED(ntree), bNode *node)

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@@ -80,19 +80,19 @@ static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func) static void foreach_nodeclass(Scene *scene, void *calldata, bNodeClassCallback func)
{ {
func(calldata, NODE_CLASS_INPUT, IFACE_("Input")); func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output")); func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
if (BKE_scene_use_new_shading_nodes(scene)) { if (BKE_scene_use_new_shading_nodes(scene)) {
func(calldata, NODE_CLASS_SHADER, IFACE_("Shader")); func(calldata, NODE_CLASS_SHADER, N_("Shader"));
func(calldata, NODE_CLASS_TEXTURE, IFACE_("Texture")); func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
} }
func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color")); func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, IFACE_("Vector")); func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor")); func(calldata, NODE_CLASS_CONVERTOR, N_("Convertor"));
func(calldata, NODE_CLASS_GROUP, IFACE_("Group")); func(calldata, NODE_CLASS_GROUP, N_("Group"));
func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout")); func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
} }
static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree)) static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))

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@@ -66,15 +66,15 @@ static void foreach_nodetree(Main *main, void *calldata, bNodeTreeCallback func)
static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func) static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
{ {
func(calldata, NODE_CLASS_INPUT, IFACE_("Input")); func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, IFACE_("Output")); func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
func(calldata, NODE_CLASS_OP_COLOR, IFACE_("Color")); func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_PATTERN, IFACE_("Patterns")); func(calldata, NODE_CLASS_PATTERN, N_("Patterns"));
func(calldata, NODE_CLASS_TEXTURE, IFACE_("Textures")); func(calldata, NODE_CLASS_TEXTURE, N_("Textures"));
func(calldata, NODE_CLASS_CONVERTOR, IFACE_("Convertor")); func(calldata, NODE_CLASS_CONVERTOR, N_("Convertor"));
func(calldata, NODE_CLASS_DISTORT, IFACE_("Distort")); func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
func(calldata, NODE_CLASS_GROUP, IFACE_("Group")); func(calldata, NODE_CLASS_GROUP, N_("Group"));
func(calldata, NODE_CLASS_LAYOUT, IFACE_("Layout")); func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
} }
static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree)) static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))