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: You can test whether your mod accounts for this correctly by setting the zoom to maximum and the UI scale to minimum (''i.e.,'' have them at opposite values) or vice versa; in particular check any logic which handles pixel positions, like menus clicking.
 
: You can test whether your mod accounts for this correctly by setting the zoom to maximum and the UI scale to minimum (''i.e.,'' have them at opposite values) or vice versa; in particular check any logic which handles pixel positions, like menus clicking.
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==Assets==
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===String keys===
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A ''string key'' uniquely identifies where to find translatable text, in the form <samp>{{t|asset name}}:{{t|key}}</samp>. For example, <code>Game1.content.GetString("Strings\\StringsFromCSFiles:spring")</code> will look for a <samp>spring</samp> key in the <samp>Strings\StringsFromCSFiles</samp> file in the content folder (which contains "spring"). This is commonly used in the game code (via <code>Game1.content.GetString</code>) and in data assets which need translatable text.
    
==Main classes==
 
==Main classes==
translators
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