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authorProgramerus <alcadeias95@gmail.com>2012-03-17 15:00:28 +0100
committerProgramerus <alcadeias95@gmail.com>2012-03-17 15:00:28 +0100
commit61db325d15dfa9c6ec8312e0764833a8f89ddab6 (patch)
tree60acfe44242249e437ae42cf13445b77bfceb965
parent8c52b6717f3f2875fab73c434966c13be3cefce9 (diff)
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Comments translated from French to English.
-rw-r--r--src/camera.h118
1 files changed, 59 insertions, 59 deletions
diff --git a/src/camera.h b/src/camera.h
index b880982..46f925a 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -28,26 +28,26 @@ enum D3DMouse;
enum CameraType
{
- CAMERA_NULL = 0, // cam�ra ind�finie
- CAMERA_FREE = 1, // cam�ra libre (jamais en principe)
- CAMERA_EDIT = 2, // cam�ra pendant l'�dition d'un programme
- CAMERA_ONBOARD = 3, // cam�ra � bord d'un robot
- CAMERA_BACK = 4, // cam�ra derri�re un robot
- CAMERA_FIX = 5, // cam�ra fixe apr�s robot
- CAMERA_EXPLO = 6, // cam�ra immobile apr�s explosion
- CAMERA_SCRIPT = 7, // cam�ra pendant un film script�
- CAMERA_INFO = 8, // cam�ra pendant l'affichage des informations
- CAMERA_VISIT = 9, // visite du lieu d'une erreur
- CAMERA_DIALOG = 10, // cam�ra pendant dialogue
- CAMERA_PLANE = 11, // cam�ra fixe en hauteur
+ CAMERA_NULL = 0, // camera undefined
+ CAMERA_FREE = 1, // camera free (never in principle)
+ CAMERA_EDIT = 2, // camera while editing a program
+ CAMERA_ONBOARD = 3, // camera on board a robot
+ CAMERA_BACK = 4, // camera behind a robot
+ CAMERA_FIX = 5, // static camera following robot
+ CAMERA_EXPLO = 6, // camera steady after explosion
+ CAMERA_SCRIPT = 7, // camera during a film script
+ CAMERA_INFO = 8, // camera for displaying information
+ CAMERA_VISIT = 9, // visit instead of an error
+ CAMERA_DIALOG = 10, // camera for dialogue
+ CAMERA_PLANE = 11, // static camera height
};
enum CameraSmooth
{
- CS_NONE = 0, // brusque
+ CS_NONE = 0, // sharp
CS_NORM = 1, // normal
- CS_HARD = 2, // dur
- CS_SPEC = 3, // sp�cial
+ CS_HARD = 2, // hard
+ CS_SPEC = 3, // special
};
enum CenteringPhase
@@ -60,23 +60,23 @@ enum CenteringPhase
enum CameraEffect
{
- CE_NULL = 0, // pas d'effet
- CE_TERRAFORM = 1, // terrassement
- CE_CRASH = 2, // v�hicule volant pos� violemment
+ CE_NULL = 0, // no effect
+ CE_TERRAFORM = 1, // digging in
+ CE_CRASH = 2, // Vehicle driving is severely
CE_EXPLO = 3, // explosion
- CE_SHOT = 4, // coup non mortel
- CE_VIBRATION = 5, // vibration pendant construction
- CE_PET = 6, // rat� du r�acteur
+ CE_SHOT = 4, // not mortal shot
+ CE_VIBRATION = 5, // vibration during construction
+ CE_PET = 6, // spleen reactor
};
enum OverEffect
{
- OE_NULL = 0, // pas d'effet
- OE_BLOOD = 1, // flash rouge
- OE_FADEINw = 2, // blanc -> rien
- OE_FADEOUTw = 3, // rien -> blanc
- OE_FADEOUTb = 4, // rien -> bleu
- OE_BLITZ = 5, // �clair
+ OE_NULL = 0, // no effect
+ OE_BLOOD = 1, // flash red
+ OE_FADEINw = 2, // white -> nothing
+ OE_FADEOUTw = 3, // nothing -> white
+ OE_FADEOUTb = 4, // nothing -> blue
+ OE_BLITZ = 5, // lightning
};
@@ -173,19 +173,19 @@ protected:
CTerrain* m_terrain;
CWater* m_water;
- CameraType m_type; // type de la cam�ra (CAMERA_*)
- CameraSmooth m_smooth; // type de lissage
- CObject* m_cameraObj; // objet li� � la cam�ra
+ CameraType m_type; // the type of camera (CAMERA *)
+ CameraSmooth m_smooth; // type of smoothing
+ CObject* m_cameraObj; // object linked to the camera
- float m_eyeDistance; // distance entre les yeux
- float m_initDelay; // d�lai du centrage initial
+ float m_eyeDistance; // distance between the eyes
+ float m_initDelay; // time of initial centering
- D3DVECTOR m_actualEye; // oeil actuel
- D3DVECTOR m_actualLookat; // vis�e actuelle
- D3DVECTOR m_finalEye; // oeil final
- D3DVECTOR m_finalLookat; // vis�e finale
- D3DVECTOR m_normEye; // oeil normal
- D3DVECTOR m_normLookat; // vis�e normale
+ D3DVECTOR m_actualEye; // current eye
+ D3DVECTOR m_actualLookat; // aim current
+ D3DVECTOR m_finalEye; // final eye
+ D3DVECTOR m_finalLookat; // aim final
+ D3DVECTOR m_normEye; // normal eye
+ D3DVECTOR m_normLookat; // aim normal
float m_focus;
BOOL m_bRightDown;
@@ -193,31 +193,31 @@ protected:
FPOINT m_rightPosCenter;
FPOINT m_rightPosMove;
- D3DVECTOR m_eyePt; // CAMERA_FREE: oeil
- float m_directionH; // CAMERA_FREE: direction horizontale
- float m_directionV; // CAMERA_FREE: direction verticale
- float m_heightEye; // CAMERA_FREE: hauteur au-dessus du sol
- float m_heightLookat; // CAMERA_FREE: hauteur au-dessus du sol
- float m_speed; // CAMERA_FREE: vitesse de d�placement
-
- float m_backDist; // CAMERA_BACK: �loignement
- float m_backMin; // CAMERA_BACK: �loignement minimal
- float m_addDirectionH; // CAMERA_BACK: direction suppl�mentaire
- float m_addDirectionV; // CAMERA_BACK: direction suppl�mentaire
+ D3DVECTOR m_eyePt; // CAMERA_FREE: eye
+ float m_directionH; // CAMERA_FREE: horizontal direction
+ float m_directionV; // CAMERA_FREE: vertical direction
+ float m_heightEye; // CAMERA_FREE: height above the ground
+ float m_heightLookat; // CAMERA_FREE: height above the ground
+ float m_speed; // CAMERA_FREE: speed of movement
+
+ float m_backDist; // CAMERA_BACK: distance
+ float m_backMin; // CAMERA_BACK: distance minimal
+ float m_addDirectionH; // CAMERA_BACK: additional direction
+ float m_addDirectionV; // CAMERA_BACK: additional direction
BOOL m_bTransparency;
- float m_fixDist; // CAMERA_FIX: �loignement
+ float m_fixDist; // CAMERA_FIX: distance
float m_fixDirectionH; // CAMERA_FIX: direction
float m_fixDirectionV; // CAMERA_FIX: direction
- D3DVECTOR m_visitGoal; // CAMERA_VISIT: position vis�e
- float m_visitDist; // CAMERA_VISIT: �loignement
- float m_visitTime; // CAMERA_VISIT: temps relatif
- CameraType m_visitType; // CAMERA_VISIT: type initial
+ D3DVECTOR m_visitGoal; // CAMERA_VISIT: target position
+ float m_visitDist; // CAMERA_VISIT: distance
+ float m_visitTime; // CAMERA_VISIT: relative time
+ CameraType m_visitType; // CAMERA_VISIT: initial type
float m_visitDirectionH; // CAMERA_VISIT: direction
float m_visitDirectionV; // CAMERA_VISIT: direction
- float m_editHeight; // CAMERA_EDIT: hauteur
+ float m_editHeight; // CAMERA_EDIT: height
float m_remotePan;
float m_remoteZoom;
@@ -256,10 +256,10 @@ protected:
D3DVECTOR m_scriptEye;
D3DVECTOR m_scriptLookat;
- BOOL m_bEffect; // secousses si explosion ?
- BOOL m_bCameraScroll; // scroll dans les bords ?
- BOOL m_bCameraInvertX; // inversion X dans les bords ?
- BOOL m_bCameraInvertY; // inversion Y dans les bords ?
+ BOOL m_bEffect; // shocks if explosion?
+ BOOL m_bCameraScroll; // scroll in the edges?
+ BOOL m_bCameraInvertX; // X inversion in the edges?
+ BOOL m_bCameraInvertY; // Y inversion in the edges?
};