Opened 12 years ago
Last modified 9 years ago
#2674 assigned defect
Memorize i18n issue
Reported by: | cjl | Owned by: | godiard |
---|---|---|---|
Priority: | Unspecified by Maintainer | Milestone: | Unspecified |
Component: | Memorize | Version: | Unspecified |
Severity: | Unspecified | Keywords: | |
Cc: | Distribution/OS: | Unspecified | |
Bug Status: | Unconfirmed |
Description
Testing Memorize-36 from 11.2.0 os12 on an XO-1
In the Create Game tab, under "Pronounce text during tile flip" a list of languages appears. Only some of these language names have been placed in the POT file and can be localized, the rest are not in the POT file and therefore cannot be localized.
For bonus points, is it essential to have this list at all? I am guessing it is used by espeak for accent purposes, but could it pick this up from the selected locale/language from sugar settings? Maybe it is essential, in which case, all available language names (accents) should be localizable.
Change History (4)
comment:1 Changed 12 years ago by cjl
- Summary changed from Memorize 18n issue to Memorize i18n issue
comment:2 Changed 12 years ago by RafaelOrtiz
comment:3 Changed 12 years ago by cjl
Yes, but I think the options may be limited to those langs for which there are known settings within the e-speak module that gets called. This also impacts jigsaw puzzle and a few other "talking" activities. That is why I pose the question about whether it can be picked up from the environment instead of set within the activity, such a solution could be re-used elsewhere.
comment:4 Changed 9 years ago by godiard
- Owner changed from erikos to godiard
- Status changed from new to assigned
IIUC, this is an issues of adding gettext strings to the langs list on Memorize.