diff --git a/tests/engine/gen2_naming_screen_translation_test.lua b/tests/engine/gen2_naming_screen_translation_test.lua new file mode 100644 index 00000000..cf285f7e --- /dev/null +++ b/tests/engine/gen2_naming_screen_translation_test.lua @@ -0,0 +1,100 @@ +-- 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 labels 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(). +-- +-- GbcPalette.available() is false headless (no real shader compiles), so +-- Chrome.printThrough already falls back to the plain, unshaded Chrome.print +-- -- this drives that path directly and checks the translated text reaches +-- Font.draw, the same technique +-- tests/engine/gen2_options_menu_translation_test.lua uses for the OPTION +-- screen. +package.path = "./?.lua;./?/init.lua;" .. package.path + +local T = require("tests.harness") + +love = require("tests.love_stub") + +require("src.core.Logger").warn = function() end + +local drawn +package.loaded["src.render.Font"] = { + draw = function(text, x, y) + drawn[#drawn + 1] = { text = text, x = x, y = y } + end, + drawCode = function() end, + drawBox = function() end, +} + +local NamingScreen = require("src.ui.gen2.NamingScreen") +local Strings = require("src.core.Strings") + +local function drawnAt(x, y) + for _, d in ipairs(drawn) do + if d.x == x and d.y == y then return d.text end + end + return nil +end + +-- Chrome.print multiplies tile coordinates by 8 (src/ui/gen2/Chrome.lua); +-- the prompt lands at tile (5, 2), the keyboard's first cell at (2, 8). +local PROMPT_X, PROMPT_Y = 5 * 8, 2 * 8 +local FIRST_CELL_X, FIRST_CELL_Y = 2 * 8, 8 * 8 + +-- ---------------------------------------------- vanilla: no mod catalog +do + local screen = NamingScreen.new({}, { type = "player" }) + drawn = {} + screen:drawPanel() + T.eq(drawnAt(PROMPT_X, PROMPT_Y), "YOUR NAME?", + "the player-name prompt draws in English with no mod loaded") + T.eq(drawnAt(FIRST_CELL_X, FIRST_CELL_Y), "A", + "and the keyboard's first cell too") +end + +-- ------------------------------------------------- a translation mod's turn +do + Strings.load({ + strings = { + ["YOUR NAME?"] = "TON NOM?", + ["A"] = "À", + ["lower"] = "minusc", + ["END"] = "FIN", + ["%s'S"] = "DE %s", + ["NICKNAME?"] = "SURNOM?", + }, + }) + + local screen = NamingScreen.new({}, { type = "player" }) + drawn = {} + screen:drawPanel() + T.eq(drawnAt(PROMPT_X, PROMPT_Y), "TON NOM?", + "a mod catalog reaches the prompt") + T.eq(drawnAt(FIRST_CELL_X, FIRST_CELL_Y), "À", + "and a keyboard cell") + + -- The bottom row: lower/DEL/END at tile y = keyboardTop + bottom*2. + local bottomY = (screen:keyboardTop() + screen:bottomRow() * 2) * 8 + T.eq(drawnAt(2 * 8, bottomY), "minusc", "the case-switch label is translated") + T.eq(drawnAt(15 * 8, bottomY), "FIN", "and END, the way out of the screen") + + -- The nickname header: two lines, the mon name folded into the first. + local nickScreen = NamingScreen.new({}, { type = "nickname", monName = "BULBASAUR" }) + drawn = {} + nickScreen:drawPanel() + T.eq(drawnAt(PROMPT_X, PROMPT_Y), "DE BULBASAUR", + "the nickname header's first line takes the mod's own word order") + T.eq(drawnAt(PROMPT_X, 4 * 8), "SURNOM?", "and its second line") + + -- Module state is process-global (see tests/gen2_clock_test.lua's own + -- note); this suite gets its own process from tests/tier_runner.lua, but + -- leaving the catalog loaded past this point would still mistranslate + -- every check below it in this file. + Strings.load({}) + T.check(not Strings.active(), "the catalog is unloaded for the checks after this one") +end + +T.finish("gen2_naming_screen_translation_test")