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
codeoflang(a tag in any spellingLangCode::parsereads:pt_brispt-BR), or why there is none.variantsare a line’s variants, in the pack files’ order;widthsmeasure the screen text against its places (the font atlas’s,CellWidths::of, orCellWidths::NARROW).