From 3470e3c4ae7510bff118cab35f3c24818b8d6ea7 Mon Sep 17 00:00:00 2001 From: thibautbus <310327033+thibautbus@users.noreply.github.com> Date: Sat, 22 Aug 2026 20:25:52 +0200 Subject: [PATCH] Translate Gold's naming/keyboard screen src/ui/gen2/NamingScreen.lua had zero Strings() calls: every prompt (YOUR NAME?/RIVAL'S NAME?/MOTHER'S NAME?/BOX NAME?/NICKNAME?), the on-screen keyboard's own letters, and the lower/UPPER/DEL/END bottom row were bare literals, invisible to a translation mod's `strings` registry (reported against a real Gold build, gen1recomp#1642). The Gen 1 naming screen (src/ui/NamingScreen.lua) already routes its title and every keyboard cell through Strings(); this mirrors that. NamingScreen.TYPES and the bottom-row label tables are built once at require time, before any mod's Strings.load has a catalog to answer from, so their literals are wrapped in Strings.source -- an identity marker that keeps the catalog generator's harvest of them -- and drawPanel resolves them live through plain Strings() calls, the same split used for Gold's OPTION screen and PR #1450's clock screens. The nickname header ("'S" then "NICKNAME?", two lines because Chrome.printThrough draws one row at a time) folds the mon name into the first line's own format string, Strings("%s'S", self.monName), rather than translating just the "'S" suffix: a language whose possessive is not a bare suffix appended to the name can restructure that whole line instead of being stuck splicing one on. --- src/ui/gen2/NamingScreen.lua | 42 +++++++++++++++++++++++++----------- 1 file changed, 29 insertions(+), 13 deletions(-) diff --git a/src/ui/gen2/NamingScreen.lua b/src/ui/gen2/NamingScreen.lua index 4857499c..f60084c4 100644 --- a/src/ui/gen2/NamingScreen.lua +++ b/src/ui/gen2/NamingScreen.lua @@ -21,6 +21,7 @@ local Chrome = require("src.ui.gen2.Chrome") local Font = require("src.render.Font") local GbcPalette = require("src.render.GbcPalette") local Runtime = require("src.mods.Runtime") +local Strings = require("src.core.Strings") local NamingScreen = {} NamingScreen.__index = NamingScreen @@ -67,8 +68,15 @@ local BOX_INPUT_LOWER = { -- case target names the board it SWITCHES TO, not the one it is on: the last -- row of NameInputUpper is "lower DEL END" and the last row of -- NameInputLower is "UPPER DEL END" (data/text/name_input_chars.asm). -local BOTTOM_UPPER_LABELS = { "lower", "DEL", "END" } -local BOTTOM_LOWER_LABELS = { "UPPER", "DEL", "END" } +-- Wrapped in Strings.source, not Strings: both tables are built once at +-- require time, before any mod's Strings.load has a catalog to answer from +-- (src/core/Strings.lua's own note on this); drawPanel resolves them live. +local BOTTOM_UPPER_LABELS = { + Strings.source("lower"), Strings.source("DEL"), Strings.source("END"), +} +local BOTTOM_LOWER_LABELS = { + Strings.source("UPPER"), Strings.source("DEL"), Strings.source("END"), +} -- Cursor tile for each target: NamingScreen_AnimateCursor's .CaseDelEnd adds -- pixel $00 / $30 / $60 to the cursor's own XCOORD of 24 (`depixel 10, 3`), -- which is OAM x 24 / 72 / 120 and so screen tile 2 / 8 / 14. The bracket is @@ -81,10 +89,10 @@ local BOTTOM_CURSOR_TILES = 5 -- NAME_* types (constants/menu_constants.asm order) as prompts + field sizes. -- Lengths are the ASM's *_NAME_LENGTH - 1, i.e. usable characters. NamingScreen.TYPES = { - player = { prompt = "YOUR NAME?", maxLength = 7, sprite = "SPRITE_CHRIS" }, - rival = { prompt = "RIVAL'S NAME?", maxLength = 7, sprite = "SPRITE_RIVAL" }, - mom = { prompt = "MOTHER'S NAME?", maxLength = 7, sprite = "SPRITE_MOM" }, - box = { prompt = "BOX NAME?", maxLength = 8, isBox = true }, + player = { prompt = Strings.source("YOUR NAME?"), maxLength = 7, sprite = "SPRITE_CHRIS" }, + rival = { prompt = Strings.source("RIVAL'S NAME?"), maxLength = 7, sprite = "SPRITE_RIVAL" }, + mom = { prompt = Strings.source("MOTHER'S NAME?"), maxLength = 7, sprite = "SPRITE_MOM" }, + box = { prompt = Strings.source("BOX NAME?"), maxLength = 8, isBox = true }, nickname = { prompt = nil, maxLength = 10 }, } @@ -103,7 +111,7 @@ function NamingScreen.new(game, opts) self.kind = kind self.isBox = opts.isBox or kind.isBox or false self.maxLength = opts.maxLength or kind.maxLength or 7 - self.prompt = opts.prompt or kind.prompt or "NICKNAME?" + self.prompt = opts.prompt or kind.prompt or Strings.source("NICKNAME?") self.monName = opts.monName self.onDone = opts.onDone self.onCancel = opts.onCancel @@ -493,11 +501,15 @@ function NamingScreen:drawPanel() end local pal = self.palette if self.monName then - -- Nickname header is two lines: "'S" then "NICKNAME?". - Chrome.printThrough(self.monName .. "'S", 5, 2, pal) - Chrome.printThrough("NICKNAME?", 5, 4, pal) + -- Nickname header is two lines: "'S" then "NICKNAME?". Kept as two + -- Strings() calls, one per line (Chrome.printThrough draws a single row), + -- with the mon name folded into the first line's own format string so a + -- language whose possessive is not a bare suffix can restructure that + -- line rather than being stuck splicing one on. + Chrome.printThrough(Strings("%s'S", self.monName), 5, 2, pal) + Chrome.printThrough(Strings("NICKNAME?"), 5, 4, pal) else - Chrome.printThrough(self.prompt, 5, 2, pal) + Chrome.printThrough(Strings(self.prompt), 5, 2, pal) end self:drawEntry(5, self.isBox and 4 or 6) @@ -509,14 +521,18 @@ function NamingScreen:drawPanel() for col = 0, 8 do local ch = line[col + 1] if ch and ch ~= " " and ch ~= "" then - Chrome.printThrough(ch, 2 + col * 2, keyboardTop + row * 2, pal) + -- Same seam the Gen 1 board's cells go through (src/ui/NamingScreen + -- .lua's own Strings(cell)): a script whose alphabet does not fit + -- A-Z can swap a cell's glyph without needing the heavier + -- ui.naming.grid hook this screen also offers. + Chrome.printThrough(Strings(ch), 2 + col * 2, keyboardTop + row * 2, pal) end end end local labels = self.lower and BOTTOM_LOWER_LABELS or BOTTOM_UPPER_LABELS local bottomY = keyboardTop + bottom * 2 for i, label in ipairs(labels) do - Chrome.printThrough(label, BOTTOM_LABEL_TX[i], bottomY, pal) + Chrome.printThrough(Strings(label), BOTTOM_LABEL_TX[i], bottomY, pal) end local function cursor() self:drawCursorBox(self:cursorTile()) end