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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).
168 lines
6.7 KiB
Lua
168 lines
6.7 KiB
Lua
-- Gold's SAVE screen (src/ui/gen2/SaveMenu.lua) drew every prompt ("Would
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-- you like to save the game?", the overwrite/saving/saved messages), the
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-- YES/NO choice, and the summary panel's labels (PLAYER <name>/BADGES/
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-- POKéDEX/TIME) as bare literals, invisible to a translation mod's
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-- `strings` registry -- unlike the Gen 1 port's own SAVE screen
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-- (src/ui/StartMenu.lua), which already routes the same rows through
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-- Strings(). Drives SaveMenu:drawPanel() directly at each phase 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 SaveMenu = require("src.ui.gen2.SaveMenu")
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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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-- PLAYER row at (5, 2); the two prompt lines at (1, 14)/(1, 16); YES/NO at
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-- (2, 8)/(2, 10) (YESNO_X + 2, YESNO_Y + 1 / + 3).
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local PANEL_PLAYER_X, PANEL_PLAYER_Y = 5 * 8, 2 * 8
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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 = 2 * 8, 8 * 8
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local NO_X, NO_Y = 2 * 8, 10 * 8
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local SAVE = { player = { name = "GOLD" } }
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-- ---------------------------------------------- vanilla: no mod catalog
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do
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local menu = SaveMenu.new({}, { save = SAVE, existed = false })
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PANEL_PLAYER_X, PANEL_PLAYER_Y), "PLAYER GOLD",
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"the summary panel draws in English with no mod loaded")
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "Would you like to",
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"and the confirm prompt's first line")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "save the game?", "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.phase = "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", "the overwrite prompt")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "save file. Is it", "its second line")
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menu.phase = "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.phase, 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.phase, 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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do
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Strings.load({
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strings = {
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["PLAYER %s"] = "JOUEUR %s",
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["BADGES"] = "BADGES_FR",
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["POKéDEX"] = "POKéDEX_FR",
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["TIME"] = "TEMPS",
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["YES"] = "OUI",
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["NO"] = "NON",
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["Would you like to\nsave the game?"] = "Voulez-vous\nsauvegarder ?",
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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 = SaveMenu.new({}, { save = SAVE, existed = false })
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drawn = {}
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menu:drawPanel()
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T.eq(drawnAt(PANEL_PLAYER_X, PANEL_PLAYER_Y), "JOUEUR GOLD",
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"the summary panel's PLAYER row takes the mod's own word order")
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T.eq(drawnAt(5 * 8, 4 * 8), "BADGES_FR", "and BADGES")
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T.eq(drawnAt(5 * 8, 6 * 8), "POKéDEX_FR", "and POKéDEX")
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T.eq(drawnAt(5 * 8, 8 * 8), "TEMPS", "and TIME")
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T.eq(drawnAt(PROMPT1_X, PROMPT1_Y), "Voulez-vous", "the confirm prompt")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "sauvegarder ?", "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.phase = "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", "the overwrite prompt")
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T.eq(drawnAt(PROMPT2_X, PROMPT2_Y), "deja. Est-ce", "its second line")
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menu.phase = "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.phase, 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.phase, 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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-- src/ui/gen2/PcMenu.lua:savePrompt() returns SaveMenu.OVERWRITE_PROMPT/
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-- SAVING_PROMPT straight through to its own `lines[1]`/`lines[2]`
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-- Chrome.print calls (the PC's CHANGE BOX save uses the same two prompts).
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-- Indexing a plain string with [1]/[2] returns nil, not characters, so this
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-- shape is a cross-file contract: it caught a real regression during review,
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-- where routing these through a single Strings.source()-wrapped string (to
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-- translate SaveMenu's own screen) silently turned them into non-table
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-- values and left PcMenu's overwrite/saving prompt blank.
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do
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T.eq(type(SaveMenu.OVERWRITE_PROMPT), "table", "OVERWRITE_PROMPT stays a table for PcMenu.lua")
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T.eq(SaveMenu.OVERWRITE_PROMPT[1], "There is already a", "and its first line stays indexable")
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T.eq(SaveMenu.OVERWRITE_PROMPT[2], "save file. Is it", "and its second line")
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T.eq(type(SaveMenu.SAVING_PROMPT), "table", "SAVING_PROMPT stays a table for PcMenu.lua")
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T.eq(SaveMenu.SAVING_PROMPT[1], "SAVING… DON'T TURN", "and its first line stays indexable")
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T.eq(SaveMenu.SAVING_PROMPT[2], "OFF THE POWER.", "and its second line")
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end
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T.finish("gen2_save_menu_translation_test")
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