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0d14980205
PcMenu.lua's own CHANGE BOX save confirmation stayed in English on every
non-English build: its overwrite/saving/done prompts and its YES/NO choice
were bare literals, invisible to a translation mod's `strings` registry,
even though the overwrite/saving prompts are the exact same two cart
messages Gold's SAVE screen (SaveMenu.lua) already routes through
Strings().
SaveMenu.lua now exports OVERWRITE_PROMPT_SOURCE, SAVING_PROMPT_SOURCE and
twoLines() so PcMenu:savePrompt() can call through them instead of
duplicating the two shared prompts. The now-unused plain
OVERWRITE_PROMPT/SAVING_PROMPT tables (PcMenu's old direct-read contract)
are gone along with them, removing a second copy of the same literal text
that had to be kept in sync by hand. The CHANGE BOX confirm prompt itself
("#MON BOX, data\nwill be saved. OK?") gets its own new Strings.source()
key -- it is not shared with SaveMenu, and the port's own English text is
already a same-shape truncation of the cart's three-line
_ChangeBoxSaveText, confirmed against poke-corpus GoldSilver
en_msg.txt:4897. The done message and YES/NO now go through the exact
same Strings() keys SaveMenu.lua already uses ("%s saved\nthe game.",
"Could not save.", "YES", "NO"), so a translation covering SaveMenu's
screen needs no PcMenu-specific fork for any of those.
Added tests/engine/gen2_pcmenu_changebox_save_translation_test.lua,
mirroring gen2_save_menu_translation_test.lua's technique for PcMenu's own
CHANGE BOX flow, and updated the stale cross-file-contract regression case
in gen2_save_menu_translation_test.lua to match the new shared-export
shape instead of the old plain-table one.
160 lines
5.8 KiB
Lua
160 lines
5.8 KiB
Lua
-- The PC's CHANGE BOX save flow (src/ui/gen2/PcMenu.lua:savePrompt()) used to
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-- draw its overwrite/saving/done prompts and its YES/NO choice as bare
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-- literals, invisible to a translation mod's `strings` registry, even though
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-- the overwrite/saving prompts are the exact same two cart messages Gold's
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-- SAVE screen (src/ui/gen2/SaveMenu.lua) already routes through Strings().
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-- Same technique as tests/engine/gen2_save_menu_translation_test.lua: drives
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-- PcMenu:drawPanel() directly at each save phase with a mod-loaded Strings
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-- catalog and checks the translated text reaches Font.draw.
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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 PcMenu = require("src.ui.gen2.PcMenu")
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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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-- The save-prompt box sits at the same (0,12) origin SaveMenu.lua's does, so
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-- its two lines print at the same (1,14)/(1,16); PcMenu's own YESNO_X/Y
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-- (14,7) differ from SaveMenu's (0,7), so YES/NO print at (16,8)/(16,10).
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local PROMPT1_X, PROMPT1_Y = 1 * 8, 14 * 8
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local PROMPT2_X, PROMPT2_Y = 1 * 8, 16 * 8
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local YES_X, YES_Y = 16 * 8, 8 * 8
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local NO_X, NO_Y = 16 * 8, 10 * 8
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-- One party mon so Boxes.canUsePc doesn't refuse to open the PC at all.
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local SAVE = { player = { name = "GOLD" }, party = { {} } }
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local function newMenu()
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return PcMenu.new({}, {
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save = SAVE,
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saveExists = false,
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writer = function() return true end,
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})
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end
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-- ---------------------------------------------- vanilla: no mod catalog
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do
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local menu = newMenu()
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menu.picking = true
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menu.pickIndex = 1
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menu.savePhase = "confirm"
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "#MON BOX, data", "the confirm prompt draws in English with no mod loaded")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "will be saved. OK?", "and its second line")
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T.eq(drawnAt(YES_X, YES_Y), "YES", "and YES")
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T.eq(drawnAt(NO_X, NO_Y), "NO", "and NO")
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menu.savePhase = "overwrite"
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "There is already a",
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"the overwrite prompt, the same cart message SaveMenu.lua's SAVE screen shares")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "save file. Is it", "its second line")
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menu.savePhase = "saving"
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "SAVING… DON'T TURN", "the saving message")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "OFF THE POWER.", "its second line")
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menu.savePhase, menu.saved = "done", true
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "GOLD saved", "the saved message")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "the game.", "its second line")
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menu.savePhase, menu.saved = "done", false
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "Could not save.", "the failed-save message")
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end
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-- ------------------------------------------------- a translation mod's turn
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--
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-- Same catalog values as gen2_save_menu_translation_test.lua's own
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-- translated block: the overwrite/saving prompts, the saved/failed messages,
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-- and YES/NO are the exact same keys both screens read, so one translation
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-- covers both without a PcMenu-specific fork. Only the CHANGE BOX confirm
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-- prompt's key is new here.
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do
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Strings.load({
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strings = {
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["YES"] = "OUI",
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["NO"] = "NON",
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["#MON BOX, data\nwill be saved. OK?"] = "Les donnees de la\nBOITE seront sauv.",
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["There is already a\nsave file. Is it"] = "Un fichier existe\ndeja. Est-ce",
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["SAVING… DON'T TURN\nOFF THE POWER."] = "SAUVEGARDE...\nN'ETEIGNEZ PAS.",
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["%s saved\nthe game."] = "%s a sauvegarde\nla partie.",
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["Could not save."] = "Echec de sauvegarde.",
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},
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})
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local menu = newMenu()
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menu.picking = true
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menu.pickIndex = 1
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menu.savePhase = "confirm"
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "Les donnees de la", "the confirm prompt")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "BOITE seront sauv.", "its second line")
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T.eq(drawnAt(YES_X, YES_Y), "OUI", "and YES")
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T.eq(drawnAt(NO_X, NO_Y), "NON", "and NO")
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menu.savePhase = "overwrite"
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "Un fichier existe",
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"the overwrite prompt, translated with no PcMenu-specific key")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "deja. Est-ce", "its second line")
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menu.savePhase = "saving"
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "SAUVEGARDE...", "the saving message")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "N'ETEIGNEZ PAS.", "its second line")
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menu.savePhase, menu.saved = "done", true
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "GOLD a sauvegarde",
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"the saved message folds the player name into the mod's own word order")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "la partie.", "its second line")
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menu.savePhase, menu.saved = "done", false
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "Echec de sauvegarde.", "the failed-save message")
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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_pcmenu_changebox_save_translation_test")
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