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Module lang_status

Module lang_status 

Source
Expand description

lang-status <tag>: what a language pack of the game lacks: the missing keys (no entry), the stale ones (an entry made from source text that has since changed) and the orphaned dialogue entries (their line was reworded or cut, so it has a new id or none), each with the untranslated line of its scene nearest to what it translated. All show in the game as a shorter tag’s pack or the source language has them (Lang::chain) and fail no gate; this lists them for whoever translates. After the screen text’s missing and stale keys come its entries too long for their place: wider than their key’s max_cells in the source’s ui.ron (Lang::overflow), measured with the font atlas’s wide glyphs. They fail no gate either. Screen text comes first, then the data’s, then the dialogue’s, each with its counts. Test text (the test*.dlg scenes, data ids starting with test) is left out, and counted, except in the report of the test pack (code test); --only and --file narrow the report. The game gives its languages (crate::GameTools::lang).

Structs§

Options
What to narrow the report to.

Enums§

Part
The three parts of a pack’s text, in the order the report gives them.

Constants§

TEST_PACK
The code of the pack whose report keeps the test text.

Functions§

parse_args
The pack code and options of lang-status’s arguments.
report
The report for the pack code of lang (a tag in any spelling LangCode::parse reads: pt_br is pt-BR), or why there is none. variants are a line’s variants, in the pack files’ order; widths measure the screen text against its places (the font atlas’s, CellWidths::of, or CellWidths::NARROW).