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Add cutscene test menu
This allows translators to test all text boxes in the scripts. It doesn't run the scripts themselves - it only shows the basic appearance of each text box individually, so context may be lost but it's good to have a way to see any text boxes that might otherwise not be easily seen because they require specific circumstances to appear.
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committed by
Misa Elizabeth Kai
parent
0ed7717dd5
commit
3937a12a85
@@ -669,6 +669,10 @@ static void menurender(void)
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graphics.PrintWrap( -1, 65, loc::gettext("Cycle through most menus in the game. The menus will not actually work, all options take you to the next menu instead. Press Escape to stop."), tr, tg, tb, true);
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break;
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case 4:
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graphics.bigprint( -1, 30, loc::gettext("Cutscene test"), tr, tg, tb, true);
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graphics.PrintWrap( -1, 65, loc::gettext("Display all text boxes from cutscenes.xml. Only tests the basic appearance of each individual text box."), tr, tg, tb, true);
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break;
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case 5:
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graphics.bigprint( -1, 30, loc::gettext("Limits check"), tr, tg, tb, true);
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graphics.PrintWrap( -1, 65, loc::gettext("Find translations that don't fit within their defined bounds."), tr, tg, tb, true);
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break;
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