DazedTL/gui/workflow_tab.py

1724 lines
74 KiB
Python
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

"""
RPGMaker Workflow Tab - Automation hub for the full translation pipeline.
Provides a guided, step-by-step interface:
Step 0 Select game project folder and import data files into files/
Step 1 (Optional) Pre-process game files
Step 2 Auto-detect speaker format and apply to module settings
Step 3 Build glossary: parse speakers, then enrich with AI prompt
Step 4 Actor variable substitution (\\n[X] ↔ names)
Step 5 Phase 1 (safe dialogue codes) and Phase 2 (risky codes) translation
Step 6 Export translated/ back to the game folder
"""
from __future__ import annotations
import json
import os
import sys
import threading
from pathlib import Path
from PyQt5.QtCore import Qt, QSettings, QThread, QTimer, pyqtSignal
from PyQt5.QtGui import QFont
from PyQt5.QtWidgets import (
QApplication,
QCheckBox,
QFileDialog,
QFrame,
QGroupBox,
QHBoxLayout,
QLabel,
QLineEdit,
QListWidget,
QListWidgetItem,
QMessageBox,
QPushButton,
QScrollArea,
QSizePolicy,
QSpinBox,
QSplitter,
QStyle,
QTextEdit,
QVBoxLayout,
QWidget,
)
# ---------------------------------------------------------------------------
# Phase profiles applied to rpgmakermvmz.py before each translation run
# ---------------------------------------------------------------------------
PHASE1_CONFIG = {
# Safe dialogue / choices
"CODE101": False,
"CODE401": True,
"CODE405": True,
"CODE102": True,
"CODE408": True,
# Risky codes OFF
"CODE122": False,
"CODE355655": False,
"CODE357": False,
"CODE657": False,
"CODE356": False,
"CODE320": False,
"CODE324": False,
"CODE325": False,
"CODE111": False,
"CODE108": False,
}
PHASE2_CONFIG = {
# Dialogue OFF (already handled by Phase 1)
"CODE101": False,
"CODE401": False,
"CODE405": False,
"CODE102": False,
"CODE408": False,
# Risky codes ON
"CODE122": True,
"CODE357": True,
"CODE111": True,
"CODE356": False, # plugin cmd — user can enable manually if needed
"CODE108": False, # comment — rarely needed
}
# ─────────────────────────────────────────────────────────────────────────────
# Background workers
# ─────────────────────────────────────────────────────────────────────────────
class _ScanWorker(QThread):
"""Run project_scanner.list_data_files in a thread."""
done = pyqtSignal(object) # list[dict]
error = pyqtSignal(str)
def __init__(self, data_path: str, engine: str):
super().__init__()
self.data_path = data_path
self.engine = engine
def run(self):
try:
from util.project_scanner import list_data_files
result = list_data_files(self.data_path, self.engine)
self.done.emit(result)
except Exception as exc:
self.error.emit(str(exc))
class _ImportWorker(QThread):
"""Copy selected files into files/ directory."""
done = pyqtSignal(int, list) # count_copied, errors
log = pyqtSignal(str)
def __init__(self, file_items: list[dict], dest_dir: str):
super().__init__()
self.file_items = file_items
self.dest_dir = dest_dir
def run(self):
try:
from util.project_scanner import import_to_files
self.log.emit(f"Importing {len(self.file_items)} file(s) into files/ …")
count, errors = import_to_files(self.file_items, self.dest_dir)
self.done.emit(count, errors)
except Exception as exc:
self.done.emit(0, [str(exc)])
class _ActorSubstituteWorker(QThread):
done = pyqtSignal(dict)
log = pyqtSignal(str)
def __init__(self, mode: str): # "substitute" or "restore"
super().__init__()
self.mode = mode
def run(self):
try:
from util.actor_substitutor import (
load_actor_map,
substitute_in_files,
restore_in_translated,
)
actor_map = load_actor_map()
if not actor_map:
self.done.emit({"error": "No actor map found. Make sure files/Actors.json exists."})
return
if self.mode == "substitute":
self.log.emit("Substituting \\n[X] → actor names in files/ …")
stats = substitute_in_files(actor_map=actor_map)
else:
self.log.emit("Restoring actor names → \\n[X] in translated/ …")
stats = restore_in_translated(actor_map=actor_map)
self.done.emit(stats)
except Exception as exc:
self.done.emit({"error": str(exc)})
class _SpeakerDetectWorker(QThread):
done = pyqtSignal(dict)
log = pyqtSignal(str)
def run(self):
try:
from util.speaker_detector import detect_speaker_format
self.log.emit("Scanning files/ for speaker patterns …")
result = detect_speaker_format()
self.done.emit(result)
except Exception as exc:
self.done.emit({"error": str(exc)})
class _ExportWorker(QThread):
done = pyqtSignal(int, list)
log = pyqtSignal(str)
def __init__(self, game_data_path: str):
super().__init__()
self.game_data_path = game_data_path
def run(self):
try:
from util.project_scanner import export_to_game
self.log.emit(f"Exporting translated/ → {self.game_data_path}")
count, errors = export_to_game("translated", self.game_data_path)
self.done.emit(count, errors)
except Exception as exc:
self.done.emit(0, [str(exc)])
class _SubprocessWorker(QThread):
"""Run an arbitrary shell command in a given working directory, streaming output."""
done = pyqtSignal(bool, str) # success, final message
log = pyqtSignal(str)
def __init__(self, cmd: list, cwd: str, label: str = ""):
super().__init__()
self.cmd = cmd
self.cwd = cwd
self.label = label or cmd[0]
def run(self):
import subprocess
import shutil as _shutil
try:
exe = _shutil.which(self.cmd[0])
if exe is None:
self.done.emit(
False,
f"'{self.cmd[0]}' not found on PATH. "
"Make sure it is installed and accessible from the terminal.",
)
return
self.log.emit(f"$ {' '.join(str(c) for c in self.cmd)} — cwd: {self.cwd}")
proc = subprocess.Popen(
self.cmd,
cwd=self.cwd,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
text=True,
encoding="utf-8",
errors="replace",
)
for line in proc.stdout:
stripped = line.rstrip("\n")
if stripped:
self.log.emit(stripped)
proc.wait()
if proc.returncode == 0:
self.done.emit(True, f"{self.label}: finished successfully.")
else:
self.done.emit(False, f"{self.label}: exited with code {proc.returncode}.")
except Exception as exc:
self.done.emit(False, f"{self.label}: {exc}")
class _FileCopyWorker(QThread):
"""Recursively copy a source folder into a destination folder."""
done = pyqtSignal(int, list) # count_copied, errors
log = pyqtSignal(str)
def __init__(self, src: str, dst: str):
super().__init__()
self.src = src
self.dst = dst
def run(self):
import shutil
src = Path(self.src)
dst = Path(self.dst)
if not src.is_dir():
self.done.emit(0, [f"Source folder not found: {src}"])
return
dst.mkdir(parents=True, exist_ok=True)
copied = 0
errors: list[str] = []
self.log.emit(f"Copying {src}{dst}")
for fp in src.rglob("*"):
if not fp.is_file():
continue
rel = fp.relative_to(src)
target = dst / rel
try:
target.parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(fp, target)
copied += 1
self.log.emit(f" copied {rel}")
except Exception as exc:
errors.append(f"{rel}: {exc}")
self.done.emit(copied, errors)
class _JsFormatWorker(QThread):
"""Format a JavaScript file using jsbeautifier (pure Python, no Node required)."""
done = pyqtSignal(bool, str)
log = pyqtSignal(str)
def __init__(self, js_path: str):
super().__init__()
self.js_path = js_path
def run(self):
import subprocess as _sp
import sys
try:
import jsbeautifier
except ImportError:
self.log.emit("jsbeautifier not installed — installing via pip…")
r = _sp.run(
[sys.executable, "-m", "pip", "install", "jsbeautifier"],
capture_output=True, text=True,
)
if r.returncode != 0:
self.done.emit(False, f"pip install failed: {r.stderr.strip()}")
return
self.log.emit("jsbeautifier installed.")
try:
import jsbeautifier
except ImportError:
self.done.emit(False, "jsbeautifier could not be imported after install.")
return
try:
p = Path(self.js_path)
self.log.emit(f"Formatting {p.name}")
original = p.read_text(encoding="utf-8")
opts = jsbeautifier.default_options()
opts.indent_size = 2
opts.indent_char = " "
opts.max_preserve_newlines = 2
opts.preserve_newlines = True
opts.end_with_newline = True
formatted = jsbeautifier.beautify(original, opts)
p.write_text(formatted, encoding="utf-8")
self.done.emit(True, f"plugins.js formatted successfully ({len(formatted):,} chars).")
except Exception as exc:
self.done.emit(False, f"Format error: {exc}")
def _make_section_label(text: str) -> QLabel:
lbl = QLabel(text)
lbl.setStyleSheet(
"font-size:13px; font-weight:bold; color:#007acc; "
"padding:8px 0 4px 0; background:transparent;"
)
return lbl
def _make_hr() -> QFrame:
hr = QFrame()
hr.setFrameShape(QFrame.HLine)
hr.setFrameShadow(QFrame.Sunken)
hr.setStyleSheet("QFrame{color:#444;margin:8px 0;}")
return hr
def _make_btn(text: str, color: str = "#007acc") -> QPushButton:
btn = QPushButton(text)
# Derive a slightly lighter hover colour by blending toward white
try:
r = int(color[1:3], 16)
g = int(color[3:5], 16)
b = int(color[5:7], 16)
rh = min(255, r + 30)
gh = min(255, g + 30)
bh = min(255, b + 30)
hover_color = f"#{rh:02x}{gh:02x}{bh:02x}"
rp = max(0, r - 30)
gp = max(0, g - 30)
bp = max(0, b - 30)
press_color = f"#{rp:02x}{gp:02x}{bp:02x}"
except Exception:
hover_color = color
press_color = color
btn.setStyleSheet(
f"QPushButton{{background:{color};color:#fff;border:none;"
f"padding:6px 14px;border-radius:3px;font-size:11px;"
f"icon-size:16px;"
f"font-family:'Segoe UI Emoji','Segoe UI','Apple Color Emoji',sans-serif;}}"
f"QPushButton:hover{{background:{hover_color};}}"
f"QPushButton:pressed{{background:{press_color};padding:7px 13px 5px 15px;}}"
f"QPushButton:disabled{{background:#555;color:#999;}}"
)
return btn
# ─────────────────────────────────────────────────────────────────────────────
# Main widget
# ─────────────────────────────────────────────────────────────────────────────
class WorkflowTab(QWidget):
"""Guided automation tab for the full RPGMaker translation workflow."""
def __init__(self, parent=None):
super().__init__(parent)
self.parent_window = parent
try:
self.settings = QSettings("DazedTranslations", "DazedMTLTool")
except Exception:
self.settings = None
# State
self._data_path: str | None = None
self._engine: str = "MVMZ"
self._file_items: list[dict] = []
self._detect_result: dict | None = None
self._worker = None # active background QThread
# Pre-process paths (auto-populated after folder detection)
self._plugins_js_path: str = ""
self._gameupdate_path: str = ""
self._init_ui()
# ───────────────────────────────── UI setup ──────────────────────────────
def _init_ui(self):
root = QVBoxLayout(self)
root.setContentsMargins(0, 0, 0, 0)
root.setSpacing(0)
# Splitter: left=steps, right=log
splitter = QSplitter(Qt.Horizontal)
splitter.setHandleWidth(4)
splitter.setStyleSheet("QSplitter::handle{background:#333;}")
# ---- Left: scrollable step panels ----
scroll = QScrollArea()
scroll.setWidgetResizable(True)
scroll.setStyleSheet("QScrollArea{border:none;}")
container = QWidget()
container.setStyleSheet("background:#1e1e1e;")
vbox = QVBoxLayout(container)
vbox.setContentsMargins(18, 14, 18, 14)
vbox.setSpacing(4)
self._build_step0(vbox)
vbox.addWidget(_make_hr())
self._build_preprocess(vbox)
vbox.addWidget(_make_hr())
self._build_step3(vbox)
vbox.addWidget(_make_hr())
self._build_step1(vbox)
vbox.addWidget(_make_hr())
self._build_step2(vbox)
vbox.addWidget(_make_hr())
self._build_step4(vbox)
vbox.addWidget(_make_hr())
self._build_step6(vbox)
vbox.addStretch()
scroll.setWidget(container)
splitter.addWidget(scroll)
# ---- Right: log area ----
log_panel = QWidget()
log_panel.setStyleSheet("background:#1e1e1e;")
lp_layout = QVBoxLayout(log_panel)
lp_layout.setContentsMargins(0, 0, 0, 0)
lp_layout.setSpacing(0)
log_header = QLabel(" Log")
log_header.setStyleSheet(
"background:#252526;color:#ccc;font-size:11px;"
"padding:6px 8px;border-bottom:1px solid #333;"
)
lp_layout.addWidget(log_header)
self.log_area = QTextEdit()
self.log_area.setReadOnly(True)
self.log_area.setFont(QFont("Consolas", 9))
self.log_area.setStyleSheet(
"QTextEdit{background:#1e1e1e;color:#d4d4d4;"
"border:none;padding:8px;}"
)
lp_layout.addWidget(self.log_area)
clear_btn = QPushButton("Clear Log")
clear_btn.setStyleSheet(
"QPushButton{background:#252526;color:#888;border:none;"
"font-size:10px;padding:4px;}QPushButton:hover{color:#ccc;}"
)
clear_btn.clicked.connect(self.log_area.clear)
lp_layout.addWidget(clear_btn)
splitter.addWidget(log_panel)
splitter.setSizes([640, 380])
root.addWidget(splitter)
self.setLayout(root)
# Auto-detect on first start if a folder was previously saved
if self._setting("last_game_folder", ""):
QTimer.singleShot(100, self._detect_folder)
# ── Step 0: Project Folder ──────────────────────────────────────────────
def _build_step0(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 0 — Project Folder"))
# Folder picker row
row0 = QHBoxLayout()
self.folder_edit = QLineEdit()
self.folder_edit.setPlaceholderText("Path to game root folder…")
self.folder_edit.setStyleSheet(
"QLineEdit{background:#2d2d30;color:#ccc;border:1px solid #555;"
"padding:5px;font-size:11px;border-radius:2px;}"
)
saved = self._setting("last_game_folder", "")
if saved:
self.folder_edit.setText(saved)
row0.addWidget(self.folder_edit, 1)
browse_btn = _make_btn(" Browse…")
browse_btn.setIcon(browse_btn.style().standardIcon(QStyle.SP_DirOpenIcon))
browse_btn.clicked.connect(self._browse_folder)
row0.addWidget(browse_btn)
detect_btn = _make_btn("🔍 Detect", "#3a7a3a")
detect_btn.setToolTip("Scan the folder to find the data/ directory and list files")
detect_btn.clicked.connect(self._detect_folder)
row0.addWidget(detect_btn)
layout.addLayout(row0)
# Detected info
self.detected_label = QLabel("No folder detected yet.")
self.detected_label.setStyleSheet("color:#888;font-size:10px;padding:2px 0;")
layout.addWidget(self.detected_label)
# File list
self.file_list = QListWidget()
self.file_list.setMaximumHeight(180)
self.file_list.setStyleSheet(
"QListWidget{background:#252526;color:#ccc;border:1px solid #444;"
"font-size:10px;}"
"QListWidget::item:selected{background:#37373d;}"
"QListWidget::item:hover{background:#2a2d2e;}"
)
layout.addWidget(self.file_list)
# Action row
row1 = QHBoxLayout()
sel_all = _make_btn("Select All", "#555")
sel_all.clicked.connect(self._select_all_files)
row1.addWidget(sel_all)
sel_core = _make_btn("Core Only", "#555")
sel_core.setToolTip("Select only core database files; deselect map files")
sel_core.clicked.connect(self._select_core_only)
row1.addWidget(sel_core)
row1.addStretch()
self.import_btn = _make_btn("⬇ Import Selected → files/", "#007acc")
self.import_btn.setEnabled(False)
self.import_btn.clicked.connect(self._import_files)
row1.addWidget(self.import_btn)
layout.addLayout(row1)
# ── Step 1: Vocab / Glossary ────────────────────────────────────────────
# ── Copilot prompt templates ────────────────────────────────────────────
_PROMPT_GLOSSARY = (
"You are helping me build a complete translation glossary for a Japanese RPGMaker game.\n"
"\n"
"⚠️ FILE SIZE WARNING: Map files and CommonEvents.json can be extremely large "
"(hundreds of thousands of lines). Do NOT attempt to read them in full — you will "
"hit context limits and miss content. Instead, use this strategy:\n"
"\n"
" 1. Read the small structured DB files IN FULL first — these are the richest "
"source of names and are always small:\n"
" Actors.json, Classes.json, Troops.json, Skills.json, Items.json, "
"Armors.json, Weapons.json, States.json, System.json\n"
"\n"
" 2. For large files (CommonEvents.json, Map*.json), do NOT read sequentially. "
"Instead, SEARCH (grep) for:\n"
" - Named character patterns: 【, \\\\n<, \\\\k< at the start of dialogue lines\n"
" - Unique proper nouns: capitalised katakana clusters or kanji compound nouns "
"in \"message\" or \"parameters\" fields\n"
" Scan Map001.json through Map010.json at most — early maps have the most "
"story-critical dialogue.\n"
"\n"
" 3. Stop adding entries once you stop finding new names/terms — do not pad.\n"
"\n"
"Produce TWO sections of output.\n"
"\n"
"Output the results EXACTLY in the format shown below, including the category headers "
"starting with #. Do not add any other text, preamble, or explanation outside the entries.\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"# Game Characters\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"Identify every NAMED CHARACTER that appears in dialogue or descriptions.\n"
"For each character provide:\n"
" - Japanese name (katakana/kanji as it appears in-game)\n"
" - English transliteration or translation\n"
" - Gender (Male / Female / Unknown) — infer from speech patterns or pronouns\n"
" - Role (protagonist, antagonist, NPC, etc.)\n"
" - Speech register and personality notes — how they speak, their tone, any nicknames, "
"whether their name is player-chosen, etc.\n"
"\n"
"Format — the header line, then one entry per line:\n"
"# Game Characters\n"
"\u30b7\u30ed (Shiro) - Female; protagonist; player-controlled (Actors.json ID 1); "
"speaks in a flustered, cute register with feminine speech markers; nickname \u30d0\u30ab\u732b\u3002\n"
"\u30af\u30ed\u30cd (Kurone) - Female; antagonist; cold and terse; speaks in short cutting sentences\n"
"\n"
"Rules:\n"
" - Named characters only — no generic enemy types or unnamed NPCs.\n"
" - If a character has a player-chosen name (e.g. Actors.json id 1), note it explicitly.\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"# Worldbuilding Terms\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"Identify lore-specific terms that appear in dialogue, descriptions, or narration "
"but do NOT have a dedicated database file — i.e. terms the translation tool will NOT "
"auto-populate from Skills.json, Items.json, Armors.json, Weapons.json, etc.\n"
"\n"
"Target specifically:\n"
" - Faction / organisation names (kingdoms, guilds, cults, nations)\n"
" - Location names mentioned in dialogue but not map titles\n"
" - Unique magic systems, schools of magic, or power classifications\n"
" - Lore titles and honorifics unique to this setting\n"
" - Recurring in-universe concepts or proper nouns with no English equivalent\n"
"\n"
"Format — the header line, then one entry per line:\n"
"# Worldbuilding Terms\n"
"\u9b54\u4e16\u754c (Demon World) - The demonic realm referenced in NPC dialogue; not a named map\n"
"\u8056\u5263\u6559\u56e3 (Holy Blade Order) - Antagonist faction controlling the eastern territories\n"
"\n"
"Rules:\n"
" - Do NOT list skill names, item names, weapon names, armour names — the tool handles those.\n"
" - Skip generic RPG words (\u30dd\u30fc\u30b7\u30e7\u30f3, \u30ec\u30d9\u30eb, \u30b9\u30c6\u30fc\u30bf\u30b9, etc.).\n"
" - Do NOT repeat character names here.\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"COMPLETE EXAMPLE OUTPUT\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"Below is what a correct, well-formed response looks like.\n"
"Your output should follow this structure exactly:\n"
"\n"
"```\n"
"# Game Characters\n"
"アリア (Aria) - Female; protagonist; player-chosen name (Actors.json ID 1); "
"speaks cheerfully in casual feminine speech; nicknamed アリアちゃん by her sister\n"
"ゼクス (Zex) - Male; antagonist; cold and commanding; addresses others with contempt; "
"uses archaic formal register\n"
"カナエ (Kanae) - Female; NPC shopkeeper; warm and motherly; ends sentences with わね\n"
"\n"
"# Worldbuilding Terms\n"
"虚無の穴 (Void Rift) - Dimensional tear referenced repeatedly in Act 2 NPC dialogue; "
"not a named map location\n"
"鋼の誓約 (Iron Vow) - Sacred oath-binding ritual unique to the knightly order; "
"appears in story cutscenes\n"
"裁定者 (Arbiter) - Title held by the ruling council; lore-specific rank with no "
"real-world equivalent\n"
"```\n"
"\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
"GLOBAL RULES (apply to both sections)\n"
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
" - NEVER give two options for any term (e.g. 'Sylfia / Sylphia' is wrong). "
"Always commit to a single best translation. If multiple transliterations exist, "
"pick the most etymologically accurate or natural-sounding one and use only that.\n"
" - Use a plain hyphen-minus (-) as the separator between the Japanese entry and "
"its description. Never use an em dash (\u2014) or en dash (\u2013) \u2014 the "
"translation tool only recognises the plain hyphen."
)
# ── Step 1 (Optional): Pre-process ────────────────────────────────
def _build_preprocess(self, layout: QVBoxLayout):
header_row = QHBoxLayout()
header_row.addWidget(_make_section_label("Step 1 (Optional) — Pre-process"))
opt_badge = QLabel("personal / optional")
opt_badge.setStyleSheet(
"color:#888;font-size:9px;border:1px solid #555;"
"padding:1px 6px;border-radius:8px;margin-left:6px;"
)
header_row.addWidget(opt_badge)
header_row.addStretch()
layout.addLayout(header_row)
hint = QLabel(
"Three optional preparation tasks to run against the game folder before "
"importing files. Paths are auto-filled when a project folder is detected."
)
hint.setWordWrap(True)
hint.setStyleSheet("color:#888;font-size:10px;padding-bottom:6px;")
layout.addWidget(hint)
tasks_box = QGroupBox()
tasks_box.setStyleSheet(
"QGroupBox{border:1px solid #3a3a3a;border-radius:3px;margin-top:4px;"
"padding:6px;background:#1a1a1a;}"
)
tb = QVBoxLayout(tasks_box)
tb.setSpacing(10)
# ---- Task A: dazedformat -----------------------------------------
ta = QGroupBox("A — Format JSON files with dazedformat")
ta.setStyleSheet(self._task_box_style())
ta_inner = QVBoxLayout(ta)
ta_inner.setSpacing(4)
ta_desc = QLabel(
"Runs <code>dazedformat .</code> in the game\'s data folder to "
"normalise all JSON files before importing."
)
ta_desc.setTextFormat(Qt.RichText)
ta_desc.setWordWrap(True)
ta_desc.setStyleSheet("color:#aaa;font-size:10px;")
ta_inner.addWidget(ta_desc)
ta_path_row = QHBoxLayout()
ta_path_row.addWidget(QLabel("Data folder:"))
self.pp_data_path_label = QLabel("(detect a project folder first)")
self.pp_data_path_label.setStyleSheet("color:#888;font-size:10px;")
ta_path_row.addWidget(self.pp_data_path_label, 1)
ta_inner.addLayout(ta_path_row)
ta_btn_row = QHBoxLayout()
run_dazed = _make_btn("▶ Run dazedformat", "#555")
run_dazed.clicked.connect(self._run_dazedformat)
ta_btn_row.addWidget(run_dazed)
ta_btn_row.addStretch()
ta_inner.addLayout(ta_btn_row)
tb.addWidget(ta)
# ---- Task B: prettier on plugins.js -----------------------------
tb_box = QGroupBox("B — Format plugins.js with Prettier")
tb_box.setStyleSheet(self._task_box_style())
tb_inner = QVBoxLayout(tb_box)
tb_inner.setSpacing(4)
tb_desc = QLabel(
"Formats plugins.js using <code>jsbeautifier</code> (pure Python — no Node.js required) "
"so it is human-readable before editing or inspection."
)
tb_desc.setTextFormat(Qt.RichText)
tb_desc.setWordWrap(True)
tb_desc.setStyleSheet("color:#aaa;font-size:10px;")
tb_inner.addWidget(tb_desc)
tb_path_row = QHBoxLayout()
tb_path_lbl = QLabel("plugins.js:")
tb_path_row.addWidget(tb_path_lbl)
self.pp_plugins_edit = QLineEdit()
self.pp_plugins_edit.setPlaceholderText("Path to plugins.js…")
self.pp_plugins_edit.setStyleSheet(
"QLineEdit{background:#2d2d30;color:#ccc;border:1px solid #555;"
"padding:3px;font-size:10px;border-radius:2px;}"
)
tb_path_row.addWidget(self.pp_plugins_edit, 1)
browse_plugins = _make_btn("", "#444")
browse_plugins.setIcon(browse_plugins.style().standardIcon(QStyle.SP_DirOpenIcon))
browse_plugins.setFixedWidth(34)
browse_plugins.clicked.connect(self._browse_plugins_js)
tb_path_row.addWidget(browse_plugins)
tb_inner.addLayout(tb_path_row)
tb_btn_row = QHBoxLayout()
run_prettier = _make_btn("▶ Format plugins.js", "#555")
run_prettier.clicked.connect(self._run_prettier)
tb_btn_row.addWidget(run_prettier)
tb_btn_row.addStretch()
tb_inner.addLayout(tb_btn_row)
tb.addWidget(tb_box)
# ---- Task C: copy gameupdate/ -----------------------------------
tc = QGroupBox("C — Apply gameupdate/ patch files")
tc.setStyleSheet(self._task_box_style())
tc_inner = QVBoxLayout(tc)
tc_inner.setSpacing(4)
tc_desc = QLabel(
"Copies everything from the <code>gameupdate/</code> folder "
"into the game\'s root folder, overwriting existing files."
)
tc_desc.setTextFormat(Qt.RichText)
tc_desc.setWordWrap(True)
tc_desc.setStyleSheet("color:#aaa;font-size:10px;")
tc_inner.addWidget(tc_desc)
tc_src_row = QHBoxLayout()
tc_src_row.addWidget(QLabel("Source:"))
self.pp_gameupdate_edit = QLineEdit()
self.pp_gameupdate_edit.setPlaceholderText("Path to gameupdate/ folder…")
self.pp_gameupdate_edit.setStyleSheet(
"QLineEdit{background:#2d2d30;color:#ccc;border:1px solid #555;"
"padding:3px;font-size:10px;border-radius:2px;}"
)
tc_src_row.addWidget(self.pp_gameupdate_edit, 1)
browse_gu = _make_btn("", "#444")
browse_gu.setIcon(browse_gu.style().standardIcon(QStyle.SP_DirOpenIcon))
browse_gu.setFixedWidth(34)
browse_gu.clicked.connect(self._browse_gameupdate)
tc_src_row.addWidget(browse_gu)
tc_inner.addLayout(tc_src_row)
tc_dst_row = QHBoxLayout()
tc_dst_row.addWidget(QLabel("Destination:"))
self.pp_gameupdate_dst_label = QLabel("(game root folder auto-filled from project)")
self.pp_gameupdate_dst_label.setStyleSheet("color:#888;font-size:10px;")
tc_dst_row.addWidget(self.pp_gameupdate_dst_label, 1)
tc_inner.addLayout(tc_dst_row)
tc_btn_row = QHBoxLayout()
run_gu = _make_btn("▶ Copy gameupdate/", "#555")
run_gu.clicked.connect(self._run_gameupdate)
tc_btn_row.addWidget(run_gu)
tc_btn_row.addStretch()
tc_inner.addLayout(tc_btn_row)
tb.addWidget(tc)
layout.addWidget(tasks_box)
# ---- Run All button ------------------------------------------
run_all_row = QHBoxLayout()
run_all_btn = _make_btn("▶▶ Run All 3 Tasks", "#007acc")
run_all_btn.setToolTip("Run dazedformat, prettier, and gameupdate copy in sequence")
run_all_btn.clicked.connect(self._run_all_preprocess)
run_all_row.addStretch()
run_all_row.addWidget(run_all_btn)
layout.addLayout(run_all_row)
@staticmethod
def _task_box_style() -> str:
return (
"QGroupBox{color:#bbb;border:1px solid #444;border-radius:2px;"
"margin-top:6px;font-size:10px;padding:4px;}"
"QGroupBox::title{padding:0 4px;}"
)
def _build_step1(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 3 — Glossary (vocab.txt)"))
hint = QLabel(
"Edit your glossary below. Character names, genders, and worldbuilding terms "
"here are injected into every AI prompt for consistent terminology."
)
hint.setWordWrap(True)
hint.setStyleSheet("color:#888;font-size:10px;padding-bottom:4px;")
layout.addWidget(hint)
# ---- Parse Speakers -------------------------------------------------
spk_box = QGroupBox("2a — Parse Speakers (Auto-detect Names)")
spk_box.setStyleSheet(
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
"margin-top:8px;font-size:11px;}"
"QGroupBox::title{padding:0 6px;}"
)
spk_inner = QVBoxLayout(spk_box)
spk_inner.setSpacing(6)
spk_hint = QLabel(
"Scans every file in <b>files/</b> and extracts all detected speaker names "
"into a <b># Speakers</b> section of vocab.txt. "
"Run this first — the AI prompt below will then work from the pre-populated "
"list and can enrich entries with gender, role, and speech register."
)
spk_hint.setTextFormat(Qt.RichText)
spk_hint.setWordWrap(True)
spk_hint.setStyleSheet("color:#888;font-size:10px;")
spk_inner.addWidget(spk_hint)
spk_row = QHBoxLayout()
self._parse_speakers_status = QLabel("")
self._parse_speakers_status.setStyleSheet("color:#aaa;font-size:10px;")
spk_row.addWidget(self._parse_speakers_status, 1)
self._parse_speakers_btn = _make_btn("🔍 Parse Speakers", "#007acc")
self._parse_speakers_btn.setToolTip(
"Scan all game files for speaker names and write them to vocab.txt"
)
self._parse_speakers_btn.clicked.connect(self._run_parse_speakers)
spk_row.addWidget(self._parse_speakers_btn)
spk_inner.addLayout(spk_row)
layout.addWidget(spk_box)
# ---- Copilot / Cursor prompt helpers --------------------------------
prompt_box = QGroupBox("2b — AI Prompt Helpers (Copilot / Cursor)")
prompt_box.setStyleSheet(
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
"margin-top:8px;font-size:11px;}"
"QGroupBox::title{padding:0 6px;}"
)
pb_inner = QVBoxLayout(prompt_box)
pb_inner.setSpacing(6)
prompt_hint = QLabel(
"After parsing speakers above, copy the prompt below and paste it into "
"GitHub Copilot Chat or Cursor with your game files open. "
"The AI will enrich the speaker list with gender, role, and speech register "
"and add worldbuilding terms. Paste the AI's output back into vocab.txt."
)
prompt_hint.setWordWrap(True)
prompt_hint.setStyleSheet("color:#888;font-size:10px;")
pb_inner.addWidget(prompt_hint)
# Combined glossary prompt
glossary_row = QHBoxLayout()
glossary_label = QLabel(
"👥🌍 <b>Full Glossary</b> — named characters (with gender &amp; role) "
"and unique worldbuilding terms in one pass."
)
glossary_label.setTextFormat(Qt.RichText)
glossary_label.setWordWrap(True)
glossary_label.setStyleSheet("color:#ccc;font-size:10px;")
glossary_row.addWidget(glossary_label, 1)
copy_glossary_btn = _make_btn("📋 Copy Prompt", "#555")
copy_glossary_btn.setToolTip("Copy the full glossary discovery prompt to clipboard")
copy_glossary_btn.clicked.connect(lambda: self._copy_to_clipboard(self._PROMPT_GLOSSARY, "Glossary prompt copied."))
glossary_row.addWidget(copy_glossary_btn)
pb_inner.addLayout(glossary_row)
layout.addWidget(prompt_box)
# ---- vocab.txt editor -----------------------------------------------
layout.addWidget(_make_section_label("vocab.txt editor"))
format_hint = QLabel(
"Put character entries under # Game Characters — they are always sent to the AI.\n"
"Format: Japanese (English) - Gender; role; speech register / personality notes\n"
"Example: シロ (Shiro) - Female; protagonist; speaks in a flustered, cute register with feminine speech markers\n"
"Universal terms (honorifics, elements, etc.) live in vocab_base.txt and are auto-appended on every save."
)
format_hint.setFont(QFont("Consolas", 9))
format_hint.setStyleSheet(
"color:#569cd6;background:#252526;border:1px solid #3a3a3a;"
"padding:5px 8px;border-radius:2px;font-size:10px;"
)
layout.addWidget(format_hint)
self.vocab_editor = QTextEdit()
self.vocab_editor.setMinimumHeight(160)
self.vocab_editor.setFont(QFont("Consolas", 9))
self.vocab_editor.setStyleSheet(
"QTextEdit{background:#252526;color:#d4d4d4;border:1px solid #444;"
"padding:6px;}"
)
self._reload_vocab()
layout.addWidget(self.vocab_editor)
row = QHBoxLayout()
save_vocab = _make_btn("💾 Save vocab.txt", "#3a7a3a")
save_vocab.clicked.connect(self._save_vocab)
row.addWidget(save_vocab)
reload_vocab = _make_btn("↺ Reload", "#555")
reload_vocab.clicked.connect(self._reload_vocab)
row.addWidget(reload_vocab)
row.addStretch()
layout.addLayout(row)
# ── Step 2: Actor Variables ─────────────────────────────────────────────
def _build_step2(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 4 — Actor Variable Substitution"))
hint = QLabel(
"Replaces \\n[X] RPGMaker name variables with actual actor names "
"so the AI has proper context. After translation the variables are "
"restored — rename-able protagonists continue to work at runtime."
)
hint.setWordWrap(True)
hint.setStyleSheet("color:#888;font-size:10px;padding-bottom:4px;")
layout.addWidget(hint)
self.actor_status = QLabel("Click Scan to preview substitutions.")
self.actor_status.setWordWrap(True)
self.actor_status.setStyleSheet("color:#aaa;font-size:10px;padding:4px 0;")
layout.addWidget(self.actor_status)
row = QHBoxLayout()
scan_actors = _make_btn("🔍 Scan \\n[X] usage", "#555")
scan_actors.setToolTip("Scan files/ and show which actor IDs are referenced")
scan_actors.clicked.connect(self._scan_actor_vars)
row.addWidget(scan_actors)
row.addStretch()
layout.addLayout(row)
row2 = QHBoxLayout()
self.sub_btn = _make_btn("▶ Substitute \\n[X] → Names (pre-translation)", "#007acc")
self.sub_btn.setToolTip("Modifies files/ in-place. Run before translating.")
self.sub_btn.clicked.connect(self._substitute_actors)
row2.addWidget(self.sub_btn)
self.restore_btn = _make_btn("↩ Restore Names → \\n[X] (post-translation)", "#7a4a7a")
self.restore_btn.setToolTip("Modifies translated/ in-place. Run after translating.")
self.restore_btn.clicked.connect(self._restore_actors)
row2.addWidget(self.restore_btn)
layout.addLayout(row2)
# ── Step 3: Speaker Detection ───────────────────────────────────────────
def _build_step3(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 2 — Speaker Format Detection"))
hint = QLabel(
"Scans map files to determine how speaker names are embedded in dialogue "
"and automatically sets the correct INLINE401SPEAKERS / FIRSTLINESPEAKERS "
"/ FACENAME101 flags."
)
hint.setWordWrap(True)
hint.setStyleSheet("color:#888;font-size:10px;padding-bottom:4px;")
layout.addWidget(hint)
self.speaker_result = QLabel("Run the scan to auto-detect speaker format.")
self.speaker_result.setWordWrap(True)
self.speaker_result.setStyleSheet(
"color:#aaa;font-size:10px;padding:4px 0;"
"background:#252526;border:1px solid #444;padding:6px;border-radius:2px;"
)
layout.addWidget(self.speaker_result)
row = QHBoxLayout()
scan_spk = _make_btn("🔍 Scan Speaker Format", "#555")
scan_spk.clicked.connect(self._detect_speakers)
row.addWidget(scan_spk)
self.apply_speaker_btn = _make_btn("✔ Apply to RPGMaker Settings", "#3a7a3a")
self.apply_speaker_btn.setEnabled(False)
self.apply_speaker_btn.clicked.connect(self._apply_speaker_settings)
row.addWidget(self.apply_speaker_btn)
row.addStretch()
layout.addLayout(row)
# ── Step 4: Translation ─────────────────────────────────────────────────
def _build_step4(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 5 — Translation"))
p1_box = QGroupBox("Phase 1 Safe Codes (dialogue + choices)")
p1_box.setStyleSheet(
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
"margin-top:8px;font-size:11px;}"
"QGroupBox::title{padding:0 6px;}"
)
p1_inner = QVBoxLayout(p1_box)
p1_desc = QLabel("Codes: 401 (Show Text), 405 (continued), 102 (Choices), 408 (extra lines)\n"
"These rarely break game logic — safe to translate first.")
p1_desc.setStyleSheet("color:#888;font-size:10px;")
p1_desc.setWordWrap(True)
p1_inner.addWidget(p1_desc)
p1_row = QHBoxLayout()
run_p1 = _make_btn("▶ Run Phase 1", "#007acc")
run_p1.clicked.connect(lambda: self._run_phase(1))
p1_row.addWidget(run_p1)
p1_row.addStretch()
p1_inner.addLayout(p1_row)
layout.addWidget(p1_box)
p2_box = QGroupBox("Phase 2 Risky Codes (variables + conditionals)")
p2_box.setStyleSheet(
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
"margin-top:8px;font-size:11px;}"
"QGroupBox::title{padding:0 6px;}"
)
p2_inner = QVBoxLayout(p2_box)
p2_desc = QLabel(
"Codes: 122 (Control Variables), 357 (Plugin Commands), 111 (Conditional Branch)\n"
"Strings in these codes are often used in script comparisons — mistranslations "
"can break game logic. Scan first, then translate carefully."
)
p2_desc.setStyleSheet("color:#888;font-size:10px;")
p2_desc.setWordWrap(True)
p2_inner.addWidget(p2_desc)
p2_row = QHBoxLayout()
scan_p2 = _make_btn("🔍 Scan Risky Strings", "#555")
scan_p2.setToolTip(
"Preview all unique string values in codes 122 / 357 / 111 "
"before deciding what to translate."
)
scan_p2.clicked.connect(self._scan_risky_strings)
p2_row.addWidget(scan_p2)
run_p2 = _make_btn("▶ Run Phase 2", "#7a4a00")
run_p2.clicked.connect(lambda: self._run_phase(2))
p2_row.addWidget(run_p2)
p2_row.addStretch()
p2_inner.addLayout(p2_row)
layout.addWidget(p2_box)
# ── Step 6: Export ──────────────────────────────────────────────────────
def _build_step6(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 6 — Export to Game"))
hint = QLabel(
"Copy all files from translated/ back into the game's data folder "
"to patch the game in-place."
)
hint.setWordWrap(True)
hint.setStyleSheet("color:#888;font-size:10px;padding-bottom:4px;")
layout.addWidget(hint)
row = QHBoxLayout()
export_btn = _make_btn("📤 Export translated/ → Game Folder", "#3a7a3a")
export_btn.clicked.connect(self._export_to_game)
row.addWidget(export_btn)
row.addStretch()
layout.addLayout(row)
# ─────────────────────────────────────────────────────────────────────────
# Step 0 Project Folder logic
# ─────────────────────────────────────────────────────────────────────────
def _browse_folder(self):
start = self.folder_edit.text() or self._setting("last_game_folder", "")
folder = QFileDialog.getExistingDirectory(self, "Select Game Root Folder", start)
if folder:
self.folder_edit.setText(folder)
self._save_setting("last_game_folder", folder)
self._detect_folder()
def _detect_folder(self):
folder = self.folder_edit.text().strip()
if not folder:
self._log("⚠ No folder path entered.")
return
self._save_setting("last_game_folder", folder)
self.detected_label.setText("Scanning…")
self.file_list.clear()
self.import_btn.setEnabled(False)
try:
from util.project_scanner import find_data_folder
data_path, engine = find_data_folder(folder)
except Exception as exc:
self.detected_label.setText(f"Error: {exc}")
return
if data_path is None:
self.detected_label.setText(
"⚠ No recognised data folder found. "
"Make sure this is a valid RPGMaker game directory."
)
return
self._data_path = str(data_path)
self._engine = engine
self.detected_label.setText(
f"Engine: {engine} · Data folder: {data_path}"
)
self._log(f"Detected data folder: {data_path} (engine: {engine})")
worker = _ScanWorker(self._data_path, self._engine)
worker.done.connect(self._on_scan_done)
worker.error.connect(lambda e: self._log(f"❌ Scan error: {e}"))
self._worker = worker
worker.start()
def _on_scan_done(self, items: list):
self._file_items = items
self.file_list.clear()
for item in items:
cat = item["category"]
icon = "📄" if cat == "core" else ("🗺" if cat == "map" else "")
lw = QListWidgetItem(f"{icon} {item['name']} ({item['size_kb']:.1f} KB)")
lw.setData(Qt.UserRole, item)
lw.setCheckState(Qt.Checked if item["default"] else Qt.Unchecked)
if cat == "core":
lw.setForeground(__import__("PyQt5.QtGui", fromlist=["QColor"]).QColor("#9cdcfe"))
elif cat == "map":
lw.setForeground(__import__("PyQt5.QtGui", fromlist=["QColor"]).QColor("#c5c5c0"))
self.file_list.addItem(lw)
self.import_btn.setEnabled(len(items) > 0)
self._log(f"Found {len(items)} importable file(s).")
self._populate_preprocess_paths()
def _select_all_files(self):
count = self.file_list.count()
for i in range(count):
self.file_list.item(i).setCheckState(Qt.Checked)
if count:
self._log(f"✔ Selected all {count} file(s).")
def _select_core_only(self):
core = other = 0
for i in range(self.file_list.count()):
item = self.file_list.item(i)
data = item.data(Qt.UserRole)
is_core = bool(data and data.get("category") == "core")
item.setCheckState(Qt.Checked if is_core else Qt.Unchecked)
if is_core:
core += 1
else:
other += 1
if self.file_list.count():
self._log(f"✔ Selected {core} core file(s); deselected {other} other(s).")
def _import_files(self):
selected = []
for i in range(self.file_list.count()):
lw = self.file_list.item(i)
if lw.checkState() == Qt.Checked:
selected.append(lw.data(Qt.UserRole))
if not selected:
self._log("⚠ No files selected.")
return
self.import_btn.setEnabled(False)
worker = _ImportWorker(selected, "files")
worker.log.connect(self._log)
worker.done.connect(self._on_import_done)
self._worker = worker
worker.start()
def _on_import_done(self, count: int, errors: list):
self.import_btn.setEnabled(True)
if errors:
self._log(f"{len(errors)} error(s) during import:")
for e in errors[:10]:
self._log(f" {e}")
self._log(f"✅ Imported {count} file(s) into files/")
# ─────────────────────────────────────────────────────────────────────────
# Step 1 Vocab
# ─────────────────────────────────────────────────────────────────────────
def _run_parse_speakers(self):
"""Launch a speaker-parse pass over files/ and write results to vocab.txt."""
try:
from gui.translation_tab import TranslationWorker
except Exception as exc:
self._log(f"Could not import TranslationWorker: {exc}")
return
project_root = Path(__file__).parent.parent
files_dir = project_root / "files"
all_json = sorted(
p.name for p in files_dir.glob("*.json") if p.name != ".gitkeep"
) if files_dir.exists() else []
if not all_json:
self._log("No JSON files found in files/. Run Step 1 (import) first.")
self._parse_speakers_status.setText("No files found in files/.")
return
self._log(f"Parsing speakers from {len(all_json)} file(s)...")
self._parse_speakers_btn.setEnabled(False)
self._parse_speakers_status.setText("Running...")
module_info = ["RPG Maker MV/MZ", [".json"], None]
worker = TranslationWorker(
project_root, module_info, estimate_only=False,
selected_files=all_json,
parse_speakers=True,
)
worker.log_signal.connect(self._log)
worker.progress_signal.connect(
lambda cur, tot, fn: self._parse_speakers_status.setText(
f"[{cur}/{tot}] {Path(fn).name}"
)
)
worker.finished_signal.connect(self._on_parse_speakers_done)
self._worker = worker
worker.start()
def _on_parse_speakers_done(self, ok: bool, msg: str):
self._parse_speakers_btn.setEnabled(True)
if ok:
self._parse_speakers_status.setText(
"Done — # Speakers section written to vocab.txt"
)
self._reload_vocab()
self._log("Speaker parse complete. vocab.txt updated with # Speakers.")
else:
self._parse_speakers_status.setText(f"Failed: {msg}")
self._log(f"Speaker parse failed: {msg}")
_BASE_SEPARATOR = "# ── Base Vocabulary (auto-appended from vocab_base.txt — do not edit below) ──\n"
def _reload_vocab(self):
vocab_path = Path("vocab.txt")
try:
if vocab_path.exists():
text = vocab_path.read_text(encoding="utf-8")
# Strip the auto-appended base section so editor shows only game-specific content
sep_idx = text.find(self._BASE_SEPARATOR)
if sep_idx != -1:
text = text[:sep_idx].rstrip("\n")
self.vocab_editor.setPlainText(text)
else:
self.vocab_editor.setPlainText("# Add character glossary entries here\n")
except Exception as exc:
self._log(f"❌ Could not load vocab.txt: {exc}")
def _save_vocab(self):
try:
game_text = self.vocab_editor.toPlainText().rstrip("\n")
base_path = Path("vocab_base.txt")
base_text = base_path.read_text(encoding="utf-8") if base_path.exists() else ""
combined = game_text + "\n\n" + self._BASE_SEPARATOR + base_text
Path("vocab.txt").write_text(combined, encoding="utf-8")
self._log("✅ vocab.txt saved (base terms from vocab_base.txt appended).")
except Exception as exc:
self._log(f"❌ Could not save vocab.txt: {exc}")
# ─────────────────────────────────────────────────────────────────────────
# Step 2 Actor substitution
# ─────────────────────────────────────────────────────────────────────────
def _scan_actor_vars(self):
try:
from util.actor_substitutor import scan_variables, load_actor_map
counts = scan_variables("files")
actor_map = load_actor_map()
if not counts:
self.actor_status.setText("No \\n[X] variables found in files/")
return
lines = []
for aid, cnt in sorted(counts.items()):
name = actor_map.get(aid, "???")
lines.append(f" \\n[{aid}] → {name} ({cnt} occurrence(s))")
self.actor_status.setText("\n".join(lines))
self._log("Actor variable scan complete.")
except Exception as exc:
self._log(f"❌ Scan error: {exc}")
def _substitute_actors(self):
reply = QMessageBox.question(
self,
"Substitute Actor Variables",
"This will modify files/ in-place, replacing \\n[X] codes with actor names.\n\n"
"Back up files/ first if needed. Continue?",
QMessageBox.Yes | QMessageBox.No,
QMessageBox.Yes,
)
if reply != QMessageBox.Yes:
return
self.sub_btn.setEnabled(False)
w = _ActorSubstituteWorker("substitute")
w.log.connect(self._log)
w.done.connect(self._on_actor_done)
self._worker = w
w.start()
def _restore_actors(self):
reply = QMessageBox.question(
self,
"Restore Actor Variables",
"This will modify translated/ in-place, replacing actor names back with \\n[X] codes.\n\n"
"Continue?",
QMessageBox.Yes | QMessageBox.No,
QMessageBox.Yes,
)
if reply != QMessageBox.Yes:
return
self.restore_btn.setEnabled(False)
w = _ActorSubstituteWorker("restore")
w.log.connect(self._log)
w.done.connect(self._on_actor_done)
self._worker = w
w.start()
def _on_actor_done(self, stats: dict):
self.sub_btn.setEnabled(True)
self.restore_btn.setEnabled(True)
if "error" in stats:
self._log(f"{stats['error']}")
return
mods = stats.get("files_modified", 0)
total = stats.get("total_substitutions", 0)
found = stats.get("variables_found", {})
errors = stats.get("errors", [])
self._log(
f"{total} substitution(s) across {mods} file(s). "
f"Actors: {', '.join(f'ID {k}={v}' for k, v in found.items()) or 'none'}"
)
for e in errors:
self._log(f"{e}")
# ─────────────────────────────────────────────────────────────────────────
# Step 3 Speaker detection
# ─────────────────────────────────────────────────────────────────────────
def _detect_speakers(self):
self.apply_speaker_btn.setEnabled(False)
self.speaker_result.setText("Scanning…")
w = _SpeakerDetectWorker()
w.log.connect(self._log)
w.done.connect(self._on_speaker_done)
self._worker = w
w.start()
def _on_speaker_done(self, result: dict):
if "error" in result:
self.speaker_result.setText(f"❌ Error: {result['error']}")
self._log(f"❌ Speaker detection error: {result['error']}")
return
self._detect_result = result
scores = result.get("scores", {})
best = result.get("best_mode", "NONE")
conf = result.get("confidence", "low")
note = result.get("note", "")
conf_color = {"high": "#4ec9b0", "medium": "#dcdcaa", "low": "#f48771"}.get(conf, "#ccc")
score_str = " | ".join(f"{k}: {v}" for k, v in scores.items())
self.speaker_result.setText(
f"Best mode: {best} ({conf} confidence)\n"
f"Scores — {score_str}\n"
f"{note}"
)
self._log(f"Speaker detection: {best} ({conf}) — {note}")
if best != "NONE":
self.apply_speaker_btn.setEnabled(True)
def _apply_speaker_settings(self):
if not self._detect_result:
return
cfg = self._detect_result.get("recommended_config", {})
try:
from gui.config_integration import ConfigIntegration
ci = ConfigIntegration()
ci.update_rpgmaker_config(cfg)
self._log(
f"✅ Applied speaker settings: "
+ ", ".join(f"{k}={v}" for k, v in cfg.items())
)
# Refresh the RPGMaker tab if accessible
self._refresh_rpgmaker_tab(cfg)
except Exception as exc:
self._log(f"❌ Could not apply settings: {exc}")
def _refresh_rpgmaker_tab(self, cfg: dict):
"""Push the new config to the RPGMaker tab widget so it refreshes live."""
try:
if self.parent_window and hasattr(self.parent_window, "config_tab"):
ct = self.parent_window.config_tab
if hasattr(ct, "rpgmaker_tab") and ct.rpgmaker_tab:
ct.rpgmaker_tab.set_config(cfg)
except Exception:
pass
# ─────────────────────────────────────────────────────────────────────────
# Step 4 Translation phases
# ─────────────────────────────────────────────────────────────────────────
def _run_phase(self, phase: int):
config = PHASE1_CONFIG if phase == 1 else PHASE2_CONFIG
label = "Phase 1 (safe codes)" if phase == 1 else "Phase 2 (risky codes)"
# Apply config profile
try:
from gui.config_integration import ConfigIntegration
ci = ConfigIntegration()
ci.update_rpgmaker_config(config)
self._log(f"Applied {label} config profile.")
except Exception as exc:
self._log(f"❌ Could not apply phase config: {exc}")
return
# Launch translation worker
try:
from gui.translation_tab import TranslationWorker
except Exception as exc:
self._log(f"❌ Could not import TranslationWorker: {exc}")
return
project_root = Path(__file__).parent.parent
module_info = ["RPG Maker MV/MZ", [".json"], None]
# Build file order: core DB files first (they populate the glossary),
# then map files. Within each group, sort alphabetically.
files_dir = project_root / "files"
all_json = sorted(
p.name for p in files_dir.glob("*.json") if p.name != ".gitkeep"
) if files_dir.exists() else []
core_files = [f for f in all_json if not f.lower().startswith("map")]
map_files = [f for f in all_json if f.lower().startswith("map")]
ordered_files = core_files + map_files
if ordered_files:
self._log(
f"File order: {len(core_files)} core file(s) first, "
f"then {len(map_files)} map file(s)."
)
self._log(f"Starting {label} translation…")
worker = TranslationWorker(
project_root, module_info, estimate_only=False,
selected_files=ordered_files if ordered_files else None,
)
worker.log_signal.connect(self._log)
worker.progress_signal.connect(
lambda cur, tot, fn: self._log(f" [{cur}/{tot}] {fn}")
)
worker.finished_signal.connect(
lambda ok, msg: self._log(
f"{'' if ok else ''} {label} finished: {msg}"
)
)
self._worker = worker
worker.start()
# ─────────────────────────────────────────────────────────────────────────
# Risky string scanner (preview mode)
# ─────────────────────────────────────────────────────────────────────────
def _scan_risky_strings(self):
risky_codes = {122, 357, 111}
collected: dict[int, list[str]] = {c: [] for c in risky_codes}
files_dir = Path("files")
try:
for fp in sorted(files_dir.glob("*.json")):
data = json.loads(fp.read_text(encoding="utf-8-sig"))
self._collect_risky(data, risky_codes, collected)
self._log("=" * 50)
self._log("Risky Code String Scan (preview — nothing modified):")
total = 0
for code in sorted(risky_codes):
strings = sorted(set(collected[code]))
total += len(strings)
self._log(f"\n CODE {code}{len(strings)} unique string(s):")
for s in strings[:50]:
self._log(f" {repr(s)}")
if len(strings) > 50:
self._log(f" … ({len(strings) - 50} more)")
self._log(f"\n Total unique strings: {total}")
self._log("=" * 50)
except Exception as exc:
self._log(f"❌ Scan error: {exc}")
def _collect_risky(self, obj, risky_codes: set, collected: dict):
if isinstance(obj, list):
for item in obj:
self._collect_risky(item, risky_codes, collected)
elif isinstance(obj, dict):
code = obj.get("code")
if code in risky_codes:
params = obj.get("parameters") or []
for p in params:
if isinstance(p, str) and p.strip():
collected[code].append(p)
for v in obj.values():
self._collect_risky(v, risky_codes, collected)
# ─────────────────────────────────────────────────────────────────────────
# Step 5 Export to game
# ─────────────────────────────────────────────────────────────────────────
def _export_to_game(self):
game_data = self._data_path
if not game_data:
# Prompt the user
game_data = QFileDialog.getExistingDirectory(
self, "Select Game Data Folder to Export Into"
)
if not game_data:
return
self._data_path = game_data
reply = QMessageBox.question(
self,
"Export to Game",
f"This will overwrite files in:\n{game_data}\n\n"
"Make a backup first if needed. Continue?",
QMessageBox.Yes | QMessageBox.No,
QMessageBox.No,
)
if reply != QMessageBox.Yes:
return
w = _ExportWorker(game_data)
w.log.connect(self._log)
w.done.connect(self._on_export_done)
self._worker = w
w.start()
def _on_export_done(self, count: int, errors: list):
if errors:
self._log(f"{len(errors)} error(s) during export:")
for e in errors[:10]:
self._log(f" {e}")
self._log(f"✅ Exported {count} file(s) to game folder.")
# ─────────────────────────────────────────────────────────────────────────
# Helpers
# ─────────────────────────────────────────────────────────────────────────
# ─────────────────────────────────────────────────────────────────────────────
# Step 1 (Optional) Pre-process handlers
# ─────────────────────────────────────────────────────────────────────────────
def _populate_preprocess_paths(self):
"""Auto-fill pre-process paths from the detected game root and data path."""
game_root = self.folder_edit.text().strip()
data_path = self._data_path or ""
# Update dazedformat label
try:
self.pp_data_path_label.setText(data_path or "(no data folder detected)")
except Exception:
pass
# Find plugins.js
if game_root:
for candidate in (
Path(game_root) / "js" / "plugins.js",
Path(game_root) / "www" / "js" / "plugins.js",
):
if candidate.is_file():
self._plugins_js_path = str(candidate)
break
else:
self._plugins_js_path = str(Path(game_root) / "js" / "plugins.js")
try:
self.pp_plugins_edit.setText(self._plugins_js_path)
except Exception:
pass
# Gameupdate path — default to the tool's own gameupdate/ folder
tool_gameupdate = Path(__file__).parent.parent / "gameupdate"
self._gameupdate_path = str(tool_gameupdate)
try:
self.pp_gameupdate_edit.setText(self._gameupdate_path)
except Exception:
pass
try:
self.pp_gameupdate_dst_label.setText(game_root or "(no game folder detected)")
except Exception:
pass
def _browse_plugins_js(self):
start = self.pp_plugins_edit.text() or self.folder_edit.text()
path, _ = QFileDialog.getOpenFileName(
self, "Select plugins.js", start, "JavaScript files (*.js);;All files (*)"
)
if path:
self.pp_plugins_edit.setText(path)
def _browse_gameupdate(self):
start = self.pp_gameupdate_edit.text() or self.folder_edit.text()
folder = QFileDialog.getExistingDirectory(self, "Select gameupdate folder", start)
if folder:
self.pp_gameupdate_edit.setText(folder)
def _run_dazedformat(self):
data_path = self._data_path
if not data_path:
self._log("⚠ No data folder detected. Complete Step 0 first.")
return
w = _SubprocessWorker(["dazedformat", "."], cwd=data_path, label="dazedformat")
w.log.connect(self._log)
w.done.connect(lambda ok, msg: self._log(("" if ok else "") + msg))
self._worker = w
w.start()
def _run_prettier(self):
plugins_js = self.pp_plugins_edit.text().strip()
if not plugins_js:
self._log("⚠ No plugins.js path set.")
return
p = Path(plugins_js)
if not p.is_file():
self._log(f"⚠ plugins.js not found: {p}")
return
w = _JsFormatWorker(str(p))
w.log.connect(self._log)
w.done.connect(lambda ok, msg: self._log(("" if ok else "") + msg))
self._worker = w
w.start()
def _run_gameupdate(self):
src = self.pp_gameupdate_edit.text().strip()
dst = self.folder_edit.text().strip()
if not src:
self._log("⚠ No gameupdate folder path set.")
return
if not dst:
self._log("⚠ No game root folder set. Complete Step 0 first.")
return
if not Path(src).is_dir():
self._log(f"⚠ gameupdate folder not found: {src}")
return
w = _FileCopyWorker(src, dst)
w.log.connect(self._log)
w.done.connect(self._on_gameupdate_done)
self._worker = w
w.start()
def _on_gameupdate_done(self, count: int, errors: list):
self._log(f"✅ gameupdate: copied {count} file(s).")
for e in errors:
self._log(f"{e}")
def _run_all_preprocess(self):
"""Launch all three pre-process tasks, skipping any whose prerequisites are missing."""
import shutil as _shutil
data_path = self._data_path
plugins_js = self.pp_plugins_edit.text().strip()
gameupdate_src = self.pp_gameupdate_edit.text().strip()
skipped: list[str] = []
# A — dazedformat
if data_path and _shutil.which("dazedformat"):
self._log("▶ [A] dazedformat …")
self._run_dazedformat()
else:
reason = "data folder missing" if not data_path else "dazedformat not on PATH"
skipped.append(f"A (dazedformat): {reason}")
# B — jsbeautifier (pure Python, no Node required)
if plugins_js and Path(plugins_js).is_file():
self._log("▶ [B] formatting plugins.js …")
self._run_prettier()
else:
reason = f"plugins.js not found ({plugins_js or 'not set'})"
skipped.append(f"B (format plugins.js): {reason}")
# C — gameupdate copy
game_root_dst = self.folder_edit.text().strip()
if gameupdate_src and Path(gameupdate_src).is_dir() and game_root_dst:
self._log("▶ [C] gameupdate copy …")
self._run_gameupdate()
else:
if not gameupdate_src or not Path(gameupdate_src).is_dir():
reason = f"source not found ({gameupdate_src or 'not set'})"
else:
reason = "game root folder missing"
skipped.append(f"C (gameupdate): {reason}")
for msg in skipped:
self._log(f" ⏭ Skipped: {msg}")
def _copy_to_clipboard(self, text: str, confirmation: str = "Copied."):
try:
QApplication.clipboard().setText(text)
self._log(f"📋 {confirmation}")
except Exception as exc:
self._log(f"❌ Could not copy to clipboard: {exc}")
def _log(self, message: str):
self.log_area.append(message)
sb = self.log_area.verticalScrollBar()
sb.setValue(sb.maximum())
def _setting(self, key: str, default=None):
if self.settings:
return self.settings.value(f"workflow/{key}", default)
return default
def _save_setting(self, key: str, value):
if self.settings:
self.settings.setValue(f"workflow/{key}", value)