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https://github.com/bryanthaboi/gen1recomp.git
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fad7443f94
MainMenu.lua's row labels (CONTINUE/NEW GAME/OPTION/EXIT GAME), its clock box's AM/PM half, and its CONTINUE save-summary panel (PLAYER <name>/ BADGES/POKéDEX/TIME, or NO SAVE FILE) were bare literals, invisible to a translation mod's strings registry. SaveMenu.lua's confirm/overwrite/ saving/saved prompts, its YES/NO choice, and its own copy of the same summary panel had the same gap. Both mirror the Gen 1 port's already- translated equivalents (src/ui/TitleState.lua, src/ui/StartMenu.lua), which route every one of these rows through Strings(). SaveMenu's two-line prompts (module-level OVERWRITE_PROMPT/SAVING_PROMPT, plus the dynamically-built "%s saved\nthe game." and the confirm/failed messages) are now single Strings()-resolved strings with an embedded "\n", matching the Gen 1 port's own single-call convention for two-line messages, split into the two-slot table drawPanel's fixed-position Chrome.print calls expect only at draw time -- so a translation sees one whole sentence to reorder, not two independently-translated fragments. Added tests/engine/gen2_main_menu_translation_test.lua and gen2_save_menu_translation_test.lua: drive both screens' drawPanel()/ drawSavePanel() with a mod-loaded Strings catalog and check the translated text reaches Font.draw, plus a vanilla no-mod case proving the fallback is unchanged. Confirmed both catch the regression: reverting either file to its pre-fix content fails the corresponding suite (7 and 15 checks respectively).
120 lines
4.3 KiB
Lua
120 lines
4.3 KiB
Lua
-- Gold's title/main menu (src/ui/gen2/MainMenu.lua) drew every row label
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-- (CONTINUE/NEW GAME/OPTION/EXIT GAME), the clock box's AM/PM half, and the
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-- CONTINUE save-summary panel's labels (PLAYER <name>/BADGES/POKéDEX/TIME,
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-- or NO SAVE FILE) as bare literals, invisible to a translation mod's
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-- `strings` registry -- unlike the Gen 1 port's own title menu
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-- (src/ui/TitleState.lua/StartMenu.lua), which already routes the same rows
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-- through Strings(). Drives MainMenu:drawPanel()/:drawSavePanel() with a
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-- mod-loaded Strings catalog and checks the translated text reaches
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-- Font.draw, same technique as
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-- tests/engine/gen2_naming_screen_translation_test.lua.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.harness")
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love = require("tests.love_stub")
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require("src.core.Logger").warn = function() end
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local drawn
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package.loaded["src.render.Font"] = {
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draw = function(text, x, y)
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drawn[#drawn + 1] = { text = text, x = x, y = y }
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end,
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drawCode = function() end,
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drawBox = function() end,
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width = function() return 0 end,
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}
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local MainMenu = require("src.ui.gen2.MainMenu")
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local Strings = require("src.core.Strings")
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local function drawnAt(x, y)
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for _, d in ipairs(drawn) do
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if d.x == x and d.y == y then return d.text end
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end
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return nil
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end
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-- Chrome.print multiplies tile coordinates by 8 (src/ui/gen2/Chrome.lua).
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-- List item 1 lands at (self.x, self.y) = (2, 2); the clock box's day name
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-- at (1, 14) and the hour:minute half at (4, 16); the save panel's PLAYER
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-- row at (5, 2).
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local FIRST_ITEM_X, FIRST_ITEM_Y = 2 * 8, 2 * 8
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local CLOCK_HALF_X, CLOCK_HALF_Y = 4 * 8, 16 * 8
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local PANEL_PLAYER_X, PANEL_PLAYER_Y = 5 * 8, 2 * 8
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local SAVE = { player = { name = "GOLD" } }
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local CLOCK = { hour = 13, minute = 5, weekday = 1 } -- 1 PM, SUNDAY
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-- ---------------------------------------------- vanilla: no mod catalog
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do
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local menu = MainMenu.new({}, { hasSave = true, save = SAVE, clock = CLOCK })
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(FIRST_ITEM_X, FIRST_ITEM_Y), "CONTINUE",
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"the title menu's first row draws in English with no mod loaded")
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T.eq(drawnAt(CLOCK_HALF_X, CLOCK_HALF_Y), " 1:05 PM",
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"and the clock box's AM/PM half")
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drawn = {}
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menu:drawSavePanel()
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T.eq(drawnAt(PANEL_PLAYER_X, PANEL_PLAYER_Y), "PLAYER GOLD",
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"the CONTINUE save-summary panel too")
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local noSaveMenu = MainMenu.new({}, { hasSave = false, save = false, clock = CLOCK })
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drawn = {}
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noSaveMenu:drawSavePanel()
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T.eq(drawnAt(PANEL_PLAYER_X, PANEL_PLAYER_Y), "NO SAVE FILE",
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"and its no-summary fallback")
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end
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-- ------------------------------------------------- a translation mod's turn
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do
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Strings.load({
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strings = {
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["CONTINUE"] = "CONTINUAR",
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["NEW GAME"] = "NUEVA PARTIDA",
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["OPTION"] = "OPCIÓN",
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["EXIT GAME"] = "SALIR",
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["PM"] = "PM_ES",
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["PLAYER %s"] = "JUGADOR %s",
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["BADGES"] = "MEDALLAS",
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["POKéDEX"] = "POKéDEX_ES",
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["TIME"] = "TIEMPO",
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["NO SAVE FILE"] = "SIN PARTIDA",
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},
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})
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local menu = MainMenu.new({}, { hasSave = true, save = SAVE, clock = CLOCK })
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(FIRST_ITEM_X, FIRST_ITEM_Y), "CONTINUAR",
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"a mod catalog reaches the title menu's first row")
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T.eq(drawnAt(CLOCK_HALF_X, CLOCK_HALF_Y), " 1:05 PM_ES",
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"and the clock box's AM/PM half")
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drawn = {}
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menu:drawSavePanel()
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T.eq(drawnAt(PANEL_PLAYER_X, PANEL_PLAYER_Y), "JUGADOR GOLD",
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"the save-summary panel's PLAYER row takes the mod's own word order")
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T.eq(drawnAt(5 * 8, 4 * 8), "MEDALLAS", "and BADGES")
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T.eq(drawnAt(5 * 8, 6 * 8), "POKéDEX_ES", "and POKéDEX")
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T.eq(drawnAt(5 * 8, 8 * 8), "TIEMPO", "and TIME")
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local noSaveMenu = MainMenu.new({}, { hasSave = false, save = false, clock = CLOCK })
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drawn = {}
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noSaveMenu:drawSavePanel()
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T.eq(drawnAt(PANEL_PLAYER_X, PANEL_PLAYER_Y), "SIN PARTIDA",
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"and the no-summary fallback")
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-- Module state is process-global (see tests/gen2_clock_test.lua's own
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-- note); this suite gets its own process from tests/tier_runner.lua, but
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-- leaving the catalog loaded past this point would still mistranslate
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-- every check below it in this file.
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Strings.load({})
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T.check(not Strings.active(), "the catalog is unloaded for the checks after this one")
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end
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T.finish("gen2_main_menu_translation_test")
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