- Replace 5 hardcoded text strings with LUS_LOC() calls:
* ResolutionEditor.cpp: 'Click to resolve' -> BUTTON_CLICK_TO_RESOLVE
* ResolutionEditor.cpp: ' ' (space) -> TEXT_SPACE
* SohMenuNetwork.cpp: ':' (colon) -> TEXT_COLON (2 instances)
* UIWidgets.cpp: '+' (plus) -> TEXT_PLUS
- Add new translation keys to both en_US.json and es_ES.json:
* BUTTON_CLICK_TO_RESOLVE: 'Click to resolve' / 'Haz clic para resolver'
* TEXT_SPACE: ' ' / ' '
* TEXT_COLON: ':' / ':'
* TEXT_PLUS: '+' / '+'
- All hardcoded UI text now uses localization system
- Compilation successful with only minor format warnings
This completes the immediate task of eliminating hardcoded text strings.
- Add missing BUTTON_CLEAR and BUTTON_DEBUG keys to en_US.json
- Add missing BUTTON_CLEAR and BUTTON_DEBUG keys to es_ES.json
- Remove duplicate TEXT_PRESS_ANY_BUTTONNOR_MOVE keys from both files
- Ensure all LUS_LOC keys have proper translations in both languages
- All 6 main translation keys now present in both language files
- Add Localization.h/cpp with singleton pattern for translation management
- Add translation keys to en_US.json and es_ES.json for UI elements
- Update C++ files to use LUS_LOC() macro instead of hardcoded strings:
* InputEditorWindow.cpp - Button and input mapping texts
* ConsoleWindow.cpp - Clear button functionality
* GfxDebuggerWindow.cpp - Debug and texture loading texts
- Initialize language loading in OTRGlobals.cpp based on settings
- Support both English (en_US) and Spanish (es_ES) languages
- All translations loaded from JSON files, no hardcoded text in C++
This implements the requested translation system following the existing pattern
used throughout the codebase.