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.
This commit is contained in:
Dav999-v
2022-12-24 04:16:56 +01:00
committed by Misa Elizabeth Kai
parent 0ed7717dd5
commit 3937a12a85
18 changed files with 282 additions and 22 deletions

View File

@@ -669,6 +669,10 @@ static void menurender(void)
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);
break;
case 4:
graphics.bigprint( -1, 30, loc::gettext("Cutscene test"), tr, tg, tb, true);
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);
break;
case 5:
graphics.bigprint( -1, 30, loc::gettext("Limits check"), tr, tg, tb, true);
graphics.PrintWrap( -1, 65, loc::gettext("Find translations that don't fit within their defined bounds."), tr, tg, tb, true);
break;