2039 lines
92 KiB
Python
2039 lines
92 KiB
Python
"""
|
||
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
|
||
|
||
import jsbeautifier
|
||
|
||
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
|
||
# ---------------------------------------------------------------------------
|
||
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||
PHASE1_CONFIG = {
|
||
# Safe dialogue / choices
|
||
"CODE101": True,
|
||
"CODE401": True,
|
||
"CODE405": True,
|
||
"CODE102": True,
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||
"CODE408": True,
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||
# Risky codes OFF
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||
"CODE122": False,
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||
"CODE355655": False,
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||
"CODE357": False,
|
||
"CODE657": False,
|
||
"CODE356": False,
|
||
"CODE320": False,
|
||
"CODE324": False,
|
||
"CODE325": False,
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||
"CODE111": False,
|
||
"CODE108": False,
|
||
}
|
||
|
||
PHASE1B_CONFIG = {
|
||
# Dialogue OFF (handled by Phase 1)
|
||
"CODE101": False,
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||
"CODE401": False,
|
||
"CODE405": False,
|
||
"CODE102": False,
|
||
"CODE408": False,
|
||
# Only 111 ON — build the var-translation cache from string comparisons
|
||
"CODE111": True,
|
||
"CODE122": False,
|
||
"CODE357": False,
|
||
"CODE355655": False,
|
||
"CODE657": False,
|
||
"CODE356": False,
|
||
"CODE320": False,
|
||
"CODE324": False,
|
||
"CODE325": 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 (111 OFF — cache already built by Phase 1b)
|
||
"CODE122": True,
|
||
"CODE357": True,
|
||
"CODE111": False,
|
||
"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
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||
self.engine = engine
|
||
|
||
def run(self):
|
||
try:
|
||
from util.project_scanner import list_data_files
|
||
result = list_data_files(self.data_path, self.engine)
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||
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
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||
self.dest_dir = dest_dir
|
||
|
||
def run(self):
|
||
try:
|
||
from util.project_scanner import import_to_files
|
||
|
||
# Clear existing files/ contents before importing so stale files
|
||
# from a previous game don't linger. translated/ is intentionally
|
||
# left untouched.
|
||
dest = Path(self.dest_dir)
|
||
if dest.exists():
|
||
removed = 0
|
||
for fp in dest.iterdir():
|
||
if fp.is_file() and fp.name != ".gitkeep":
|
||
try:
|
||
fp.unlink()
|
||
removed += 1
|
||
except Exception as e:
|
||
self.log.emit(f" ⚠ Could not remove {fp.name}: {e}")
|
||
if removed:
|
||
self.log.emit(f"Cleared {removed} existing file(s) from {dest.name}/")
|
||
|
||
self.log.emit(f"Importing {len(self.file_items)} file(s) into files/ …")
|
||
count, errors = import_to_files(self.file_items, self.dest_dir)
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||
self.done.emit(count, errors)
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||
except Exception as exc:
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||
self.done.emit(0, [str(exc)])
|
||
|
||
|
||
class _ExportWorker(QThread):
|
||
done = pyqtSignal(int, list)
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||
log = pyqtSignal(str)
|
||
|
||
def __init__(self, game_data_path: str, filter_names: list[str] | None = None):
|
||
super().__init__()
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||
self.game_data_path = game_data_path
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||
self.filter_names = filter_names # if set, only export these filenames
|
||
|
||
def run(self):
|
||
try:
|
||
from util.project_scanner import export_to_game
|
||
if self.filter_names:
|
||
self.log.emit(
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||
f"Exporting {len(self.filter_names)} active file(s) → {self.game_data_path} …"
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||
)
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||
else:
|
||
self.log.emit(f"Exporting translated/ → {self.game_data_path} …")
|
||
count, errors = export_to_game(
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||
"translated", self.game_data_path, filenames=self.filter_names
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||
)
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||
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__()
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||
self.cmd = cmd
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||
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,
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||
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):
|
||
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._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_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()
|
||
self.sel_all_btn = _make_btn("Select All", "#555")
|
||
self.sel_all_btn.clicked.connect(self._select_all_files)
|
||
row1.addWidget(self.sel_all_btn)
|
||
|
||
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 ────────────────────────────────────────────
|
||
|
||
_SPEAKER_PROMPT = (
|
||
"You are helping me configure a Japanese RPGMaker MV/MZ translation tool.\n"
|
||
"\n"
|
||
"Look at a sample of the game's event files (Map*.json, CommonEvents.json, "
|
||
"Troops.json) and determine which speaker name format the game uses.\n"
|
||
"\n"
|
||
"## How dialogue commands work\n"
|
||
"\n"
|
||
"Code 101 opens the text window. Code 401 is a dialogue line. "
|
||
"Multiple 401s in a row form one message box.\n"
|
||
"\n"
|
||
"## The formats to identify\n"
|
||
"\n"
|
||
"### Format A — 101 name in param[4] (NO FLAG NEEDED, handled automatically)\n"
|
||
"The 101 code has a non-empty string at parameters[4].\n"
|
||
"Example:\n"
|
||
" { \"code\": 101, \"parameters\": [\"\", 0, 2, 2, \"るな\"] }\n"
|
||
" { \"code\": 401, \"parameters\": [\"「おはよう!\"] }\n"
|
||
"→ No flag needed. Do not set anything.\n"
|
||
"\n"
|
||
"### Format B — INLINE401SPEAKERS\n"
|
||
"The speaker name is embedded at the start of the 401 text directly before 「.\n"
|
||
"Example:\n"
|
||
" { \"code\": 401, \"parameters\": [\"エレナ「今日は晴れですね。\"] }\n"
|
||
"→ Set INLINE401SPEAKERS = True\n"
|
||
"\n"
|
||
"### Format C — FIRSTLINESPEAKERS\n"
|
||
"The first 401 in a group is a short name (<40 chars), and the next 401 "
|
||
"starts with 「 \" ( ( * [.\n"
|
||
"Example:\n"
|
||
" { \"code\": 401, \"parameters\": [\"アリス\"] }\n"
|
||
" { \"code\": 401, \"parameters\": [\"「こんにちは。\"] }\n"
|
||
"→ Set FIRSTLINESPEAKERS = True\n"
|
||
"\n"
|
||
"### Format D — FACENAME101\n"
|
||
"The 101 code has a face image filename in parameters[0] and parameters[4] is empty "
|
||
"or missing. The speaker name must be inferred from the face filename.\n"
|
||
"Example:\n"
|
||
" { \"code\": 101, \"parameters\": [\"face_alice\", 0, 0, 2, \"\"] }\n"
|
||
"→ Set FACENAME101 = True\n"
|
||
"\n"
|
||
"### Format E — Color-wrapped speaker (NO FLAG NEEDED, handled automatically)\n"
|
||
"A 401 line consists solely of a color-code-wrapped name: \\\\c[N]Name\\\\c[0].\n"
|
||
"Example:\n"
|
||
" { \"code\": 401, \"parameters\": [\"\\\\c[2]アリス\\\\c[0]\"] }\n"
|
||
" { \"code\": 401, \"parameters\": [\"「こんにちは。\"] }\n"
|
||
"→ No flag needed. Do not set anything.\n"
|
||
"\n"
|
||
"### Format F — Full-width colon (NO FLAG NEEDED, handled automatically)\n"
|
||
"A 401 line ends with a full-width colon : marking it as a speaker line.\n"
|
||
"Example:\n"
|
||
" { \"code\": 401, \"parameters\": [\"アリス:\"] }\n"
|
||
" { \"code\": 401, \"parameters\": [\"「こんにちは。\"] }\n"
|
||
"→ No flag needed. Do not set anything.\n"
|
||
"\n"
|
||
"### Always-on (NO FLAG NEEDED, handled automatically)\n"
|
||
" - \\\\n<Name> or \\\\k<Name> codes embedded in 401 text\n"
|
||
" - 【Name】 alone on a line or 【Name】dialogue on the same line\n"
|
||
" - \\\\c[N]Name\\\\c[0] color-wrapped name on its own 401 line\n"
|
||
" - Name: line ending with a full-width colon\n"
|
||
"\n"
|
||
"---\n"
|
||
"\n"
|
||
"Please examine a sample of the event commands in the game files attached and tell me:\n"
|
||
" 1. Which format(s) are present\n"
|
||
" 2. Exactly which flags to set True (only list flags that should be True):\n"
|
||
" INLINE401SPEAKERS, FIRSTLINESPEAKERS, FACENAME101\n"
|
||
" 3. A short concrete example from the files confirming the pattern\n"
|
||
)
|
||
|
||
_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."
|
||
)
|
||
|
||
_WRAP_PROMPT = (
|
||
"You are helping me configure text-wrap widths for a Japanese RPGMaker MV/MZ translation tool.\n"
|
||
"\n"
|
||
"The tool wraps translated English text using a character-count limit — NOT pixels — so\n"
|
||
"I need to know how many English characters fit comfortably on one line for three\n"
|
||
"different window types:\n"
|
||
"\n"
|
||
" width — main dialogue / message box (Show Text / code 401)\n"
|
||
" listWidth — item / skill / help description windows\n"
|
||
" noteWidth — database note fields (item, weapon, armour, skill descriptions)\n"
|
||
"\n"
|
||
"## Step 1 — Gather screen and font settings\n"
|
||
"\n"
|
||
"Read System.json and report:\n"
|
||
" - screenWidth and screenHeight (or window_width / window_height for older MV)\n"
|
||
" - fontSize (default 26 for MV; may be absent in MZ if using default)\n"
|
||
" - advanced.uiAreaWidth / advanced.uiAreaHeight if present\n"
|
||
"\n"
|
||
"## Step 2 — Check plugins for window overrides\n"
|
||
"\n"
|
||
"Search plugins.js (or js/plugins.js) for any of the following and report their\n"
|
||
"relevant parameters if present:\n"
|
||
"\n"
|
||
" VisuMZ_1_MessageCore → MessageWidth, DefaultRows, FontSize\n"
|
||
" YEP_MessageCore → messageWidth, messageRows\n"
|
||
" MOG_MessageSystem → message_width, message_height\n"
|
||
" Any other plugin whose name contains 'Message' or 'Window' with size config\n"
|
||
"\n"
|
||
"## Step 3 — Calculate character widths\n"
|
||
"\n"
|
||
"Use this formula for each window type:\n"
|
||
"\n"
|
||
" content_px = window_pixel_width - (horizontal_padding × 2)\n"
|
||
" assume 24px padding per side if unknown\n"
|
||
" avg_char_width_px = font_size_px × 0.58 (empirical average for English sans-serif)\n"
|
||
" chars_per_line = floor(content_px / avg_char_width_px)\n"
|
||
"\n"
|
||
"For listWidth, the relevant window is the help/description pane in the menu\n"
|
||
"(usually full screen width or half, depending on the game's menu layout).\n"
|
||
"For noteWidth, use the narrowest description area you can find — often an item\n"
|
||
"detail window that is roughly 40–50% of screen width.\n"
|
||
"\n"
|
||
"Show your working for each of the three values.\n"
|
||
"\n"
|
||
"## Step 4 — Font size advice\n"
|
||
"\n"
|
||
"If the game's font size is larger than 26px, consider whether reducing it would\n"
|
||
"let more translated text fit without excessive wrapping. Only recommend a change\n"
|
||
"if the gain is meaningful (e.g. 30px → 26px adds ~6 characters per line).\n"
|
||
"\n"
|
||
"If a font-size change is advisable, identify exactly where to make it:\n"
|
||
" a) System.json 'fontSize' field\n"
|
||
" b) VisuMZ_1_MessageCore or YEP_MessageCore 'FontSize' parameter in plugins.js\n"
|
||
" c) A CSS / font override file if the game uses a custom web font\n"
|
||
"\n"
|
||
"## Required output format\n"
|
||
"\n"
|
||
"Reply with EXACTLY this block — fill in the numbers from your analysis:\n"
|
||
"\n"
|
||
"```\n"
|
||
"# Text wrap recommendations\n"
|
||
"\n"
|
||
"Screen resolution : <W>x<H> (source: System.json / plugin override)\n"
|
||
"Font size : <N>px (source: System.json / plugin override)\n"
|
||
"\n"
|
||
"Dialogue window : <pixel_width>px wide → width=<N>\n"
|
||
"List/help window : <pixel_width>px wide → listWidth=<N>\n"
|
||
"Note window : <pixel_width>px wide → noteWidth=<N>\n"
|
||
"\n"
|
||
"Font size change : <'No change needed' OR 'Change Xpx → Ypx in <location>'>\n"
|
||
"```\n"
|
||
"\n"
|
||
"After the block, include a short paragraph explaining any assumptions you made\n"
|
||
"(e.g. padding estimates, windows whose pixel width could not be determined directly).\n"
|
||
)
|
||
|
||
_RISKY_PROMPT = (
|
||
"You are helping me safely translate a Japanese RPGMaker MV/MZ game.\n"
|
||
"Before I run Phase 2 (risky codes), I need you to audit four code types\n"
|
||
"and tell me exactly what is safe to translate and what must be left alone.\n"
|
||
"\n"
|
||
"Attach the game's event files (CommonEvents.json, Troops.json, Map*.json)\n"
|
||
"and plugins.js before running this prompt.\n"
|
||
"\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"## AUDIT 1 — Code 111 (Conditional Branch) string comparisons\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"\n"
|
||
"Search all event lists for code 111 entries that compare a string value\n"
|
||
"(operationType 0 or where parameters[3] is a string literal).\n"
|
||
"\n"
|
||
"For each one found, report:\n"
|
||
" - The variable or switch being tested\n"
|
||
" - The string it is compared against (e.g. === 'ノーマル')\n"
|
||
" - Whether the same string appears as a value SET by a code 122 elsewhere\n"
|
||
" (meaning translating code 122 would break this 111 comparison)\n"
|
||
"\n"
|
||
"Verdict for each: SAFE TO TRANSLATE / DO NOT TRANSLATE / NEEDS MANUAL CHECK\n"
|
||
"\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"## AUDIT 2 — Code 122 (Control Variables) string values\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"\n"
|
||
"Search for code 122 entries where parameters[4] is a quoted string.\n"
|
||
"For each unique string value found:\n"
|
||
" - Is this string also tested in a 111 comparison? → DO NOT TRANSLATE\n"
|
||
" - Is this string used as a key / ID in a plugin call or script? → DO NOT TRANSLATE\n"
|
||
" - Is this string purely display text (shown to the player)? → SAFE TO TRANSLATE\n"
|
||
"\n"
|
||
"List any variables by variable-ID that should be blacklisted from translation.\n"
|
||
"\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"## AUDIT 3 — Code 357 (Plugin Commands) — which plugins need enabling\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"\n"
|
||
"Search all event lists for code 357 entries and collect every unique\n"
|
||
"parameters[0] (plugin header string) that contains translatable Japanese text\n"
|
||
"in its parameters[3] dict.\n"
|
||
"\n"
|
||
"The translation module already has built-in handlers for these headers:\n"
|
||
" AdvExtentionllk, VisuMZ_4_ProximityMessages, LL_GalgeChoiceWindow\n"
|
||
"\n"
|
||
"For every OTHER header you find with Japanese text, check whether it matches\n"
|
||
"one of these commented-out entries in the module's headerMappings dict:\n"
|
||
"\n"
|
||
" LL_InfoPopupWIndow → messageText\n"
|
||
" QuestSystem → DetailNote\n"
|
||
" BalloonInBattle → text\n"
|
||
" MNKR_CommonPopupCoreMZ → text\n"
|
||
" DestinationWindow → destination\n"
|
||
" _TMLogWindowMZ → text\n"
|
||
" TorigoyaMZ_NotifyMessage → message\n"
|
||
" SoR_GabWindow → arg1\n"
|
||
" DarkPlasma_CharacterText → text\n"
|
||
" DTextPicture → text\n"
|
||
" TextPicture → text\n"
|
||
" TRP_SkitMZ → name\n"
|
||
" LogWindow → text\n"
|
||
" BattleLogOutput → message\n"
|
||
" TorigoyaMZ_NotifyMessage_CommandMessage → message\n"
|
||
" NUUN_SaveScreen → AnyName\n"
|
||
" build/ARPG_Core → Text, SkillByName\n"
|
||
"\n"
|
||
"For each match, output the EXACT line to uncomment in headerMappings, e.g.:\n"
|
||
" \"LL_InfoPopupWIndow\": ([\"messageText\"], None),\n"
|
||
"\n"
|
||
"For headers with Japanese text that do NOT appear in the list above, describe\n"
|
||
"the parameters[3] structure so a new entry can be written manually.\n"
|
||
"\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"## Required output format\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"\n"
|
||
"Reply with four sections using these exact headers:\n"
|
||
"\n"
|
||
"### Code 111 — Dangerous Comparisons\n"
|
||
"<table of: variable | compared string | also set by 122? | verdict>\n"
|
||
"If none found: 'No dangerous string comparisons found.'\n"
|
||
"\n"
|
||
"### Code 122 — Variable String Safety\n"
|
||
"<list of variable IDs with their string values and SAFE / DO NOT TRANSLATE verdict>\n"
|
||
"If all safe: 'All code 122 string values appear to be display text only.'\n"
|
||
"\n"
|
||
"### Code 357 — Plugin Handlers to Enable\n"
|
||
"For each plugin header with Japanese text:\n"
|
||
" • Already handled : <header> — no action needed\n"
|
||
" • Enable in module : uncomment this line in headerMappings:\n"
|
||
" \"<header>\": ([\"<key>\"], None),\n"
|
||
" • New entry needed : <header> — parameters[3] looks like: <description>\n"
|
||
"If no 357 codes with Japanese found: 'No code 357 plugin text found.'\n"
|
||
)
|
||
|
||
# ── 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("3a — 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("3b — 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 & 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(self._copy_glossary_prompt)
|
||
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 ─────────────────────────────────────────────
|
||
|
||
# ── Step 3: Speaker Detection ───────────────────────────────────────────
|
||
|
||
def _build_step3(self, layout: QVBoxLayout):
|
||
layout.addWidget(_make_section_label("Step 2 — Speaker Format Detection"))
|
||
hint = QLabel(
|
||
"Copy the prompt below, open Copilot (or any AI), attach a few of the game's "
|
||
"Map*.json / CommonEvents.json files, paste the prompt, and ask it which "
|
||
"speaker flags to enable. Then tick the matching boxes and click Apply."
|
||
)
|
||
hint.setWordWrap(True)
|
||
hint.setStyleSheet("color:#888;font-size:10px;padding-bottom:6px;")
|
||
layout.addWidget(hint)
|
||
|
||
copy_row = QHBoxLayout()
|
||
copy_btn = _make_btn("📋 Copy Prompt for Copilot", "#555")
|
||
copy_btn.setToolTip("Copies a prompt explaining all speaker formats — paste into Copilot with game files")
|
||
copy_btn.clicked.connect(self._copy_speaker_prompt)
|
||
copy_row.addWidget(copy_btn)
|
||
copy_row.addStretch()
|
||
layout.addLayout(copy_row)
|
||
|
||
# ---- Flag checkboxes ------------------------------------------------
|
||
_cb_style = "color:#ccc;font-size:10px;"
|
||
cb_box = QGroupBox("Speaker flags")
|
||
cb_box.setStyleSheet(
|
||
"QGroupBox{color:#aaa;border:1px solid #3a3a3a;border-radius:3px;"
|
||
"margin-top:6px;font-size:10px;padding:6px;background:#1e1e1e;}"
|
||
"QGroupBox::title{padding:0 4px;}"
|
||
)
|
||
cb_inner = QVBoxLayout(cb_box)
|
||
cb_inner.setSpacing(3)
|
||
|
||
self.spk_inline_cb = QCheckBox("INLINE401SPEAKERS — speaker name inline before 「 in the 401 text")
|
||
self.spk_inline_cb.setStyleSheet(_cb_style)
|
||
cb_inner.addWidget(self.spk_inline_cb)
|
||
|
||
self.spk_firstline_cb = QCheckBox("FIRSTLINESPEAKERS — first 401 line is a short speaker name")
|
||
self.spk_firstline_cb.setStyleSheet(_cb_style)
|
||
cb_inner.addWidget(self.spk_firstline_cb)
|
||
|
||
self.spk_face_cb = QCheckBox("FACENAME101 — speaker inferred from 101 face-image filename")
|
||
self.spk_face_cb.setStyleSheet(_cb_style)
|
||
cb_inner.addWidget(self.spk_face_cb)
|
||
|
||
apply_row = QHBoxLayout()
|
||
apply_spk = _make_btn("✔ Apply", "#3a7a3a")
|
||
apply_spk.setToolTip("Write the selected flags to RPGMaker settings")
|
||
apply_spk.clicked.connect(self._apply_speaker_flags)
|
||
apply_row.addStretch()
|
||
apply_row.addWidget(apply_spk)
|
||
cb_inner.addLayout(apply_row)
|
||
|
||
layout.addWidget(cb_box)
|
||
|
||
# ── Step 4: Translation ─────────────────────────────────────────────────
|
||
|
||
def _build_step4(self, layout: QVBoxLayout):
|
||
layout.addWidget(_make_section_label("Step 4 — Translation"))
|
||
|
||
# ---- Pre-flight: text wrap configuration ----------------------------
|
||
wrap_box = QGroupBox("Pre-flight — Text Wrap Width")
|
||
wrap_box.setStyleSheet(
|
||
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
|
||
"margin-top:4px;font-size:11px;}"
|
||
"QGroupBox::title{padding:0 6px;}"
|
||
)
|
||
wrap_inner = QVBoxLayout(wrap_box)
|
||
wrap_inner.setSpacing(6)
|
||
|
||
wrap_hint = QLabel(
|
||
"Copy the prompt, paste it into Copilot with System.json and plugins.js attached. "
|
||
"It will calculate how many English characters fit per line for each window type. "
|
||
"Enter the recommended values and click Apply to update .env."
|
||
)
|
||
wrap_hint.setWordWrap(True)
|
||
wrap_hint.setStyleSheet("color:#888;font-size:10px;")
|
||
wrap_inner.addWidget(wrap_hint)
|
||
|
||
copy_wrap_row = QHBoxLayout()
|
||
copy_wrap_btn = _make_btn("📋 Copy Wrap Prompt", "#555")
|
||
copy_wrap_btn.setToolTip("Copy the text-wrap analysis prompt to clipboard")
|
||
copy_wrap_btn.clicked.connect(self._copy_wrap_prompt)
|
||
copy_wrap_row.addWidget(copy_wrap_btn)
|
||
copy_wrap_row.addStretch()
|
||
wrap_inner.addLayout(copy_wrap_row)
|
||
|
||
def _spin_pair(label_text: str, default: int):
|
||
lbl = QLabel(label_text)
|
||
lbl.setStyleSheet("color:#aaa;font-size:10px;")
|
||
sp = QSpinBox()
|
||
sp.setRange(20, 300)
|
||
sp.setValue(default)
|
||
sp.setStyleSheet(
|
||
"QSpinBox{background:#2d2d30;color:#ccc;border:1px solid #555;"
|
||
"padding:2px 4px;font-size:10px;border-radius:2px;}"
|
||
)
|
||
sp.setFixedWidth(68)
|
||
return lbl, sp
|
||
|
||
lbl_w, self.wrap_width_spin = _spin_pair("Dialogue (width)", 60)
|
||
lbl_lw, self.wrap_list_spin = _spin_pair("List/Help (listWidth)", 80)
|
||
lbl_nw, self.wrap_note_spin = _spin_pair("Notes (noteWidth)", 60)
|
||
|
||
for lbl, sp in [(lbl_w, self.wrap_width_spin),
|
||
(lbl_lw, self.wrap_list_spin),
|
||
(lbl_nw, self.wrap_note_spin)]:
|
||
row = QHBoxLayout()
|
||
row.setSpacing(6)
|
||
lbl.setFixedWidth(160)
|
||
row.addWidget(lbl)
|
||
row.addWidget(sp)
|
||
row.addStretch()
|
||
wrap_inner.addLayout(row)
|
||
|
||
apply_wrap_row = QHBoxLayout()
|
||
apply_wrap_btn = _make_btn("✔ Apply to .env", "#3a7a3a")
|
||
apply_wrap_btn.setToolTip("Write width / listWidth / noteWidth into .env")
|
||
apply_wrap_btn.clicked.connect(self._apply_wrap_config)
|
||
apply_wrap_row.addStretch()
|
||
apply_wrap_row.addWidget(apply_wrap_btn)
|
||
wrap_inner.addLayout(apply_wrap_row)
|
||
|
||
layout.addWidget(wrap_box)
|
||
|
||
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 ON: 101 (Name), 401 (Show Text), 405 (continued), 102 (Choices), 408 (extra lines)\n"
|
||
"Clicking the button below applies these codes, then takes you to the Translation tab.\n"
|
||
"While translating, watch the log — speaker lines should look like [Speaker]: Dialogue."
|
||
)
|
||
p1_desc.setStyleSheet("color:#888;font-size:10px;")
|
||
p1_desc.setWordWrap(True)
|
||
p1_inner.addWidget(p1_desc)
|
||
p1_row = QHBoxLayout()
|
||
run_p1 = _make_btn("⚙ Set Codes \u2192 Go to Translation", "#007acc")
|
||
run_p1.setToolTip("Applies Phase 1 code settings and switches to the Translation tab")
|
||
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)
|
||
|
||
p1b_box = QGroupBox("Phase 1b – Build Variable Cache (code 111)")
|
||
p1b_box.setStyleSheet(
|
||
"QGroupBox{color:#ccc;border:1px solid #444;border-radius:3px;"
|
||
"margin-top:8px;font-size:11px;}"
|
||
"QGroupBox::title{padding:0 6px;}"
|
||
)
|
||
p1b_inner = QVBoxLayout(p1b_box)
|
||
p1b_desc = QLabel(
|
||
"Code ON: 111 (Conditional Branch string comparisons)\n"
|
||
"Scans all 111 branches that compare \u2018$gameVariables\u2019 against string values and "
|
||
"builds the var_translation_map cache.\n"
|
||
"Run this before Phase 2 so that code 122 translated strings are automatically "
|
||
"matched when those same strings appear in 111 comparisons."
|
||
)
|
||
p1b_desc.setStyleSheet("color:#888;font-size:10px;")
|
||
p1b_desc.setWordWrap(True)
|
||
p1b_inner.addWidget(p1b_desc)
|
||
p1b_row = QHBoxLayout()
|
||
run_p1b = _make_btn("⚙ Set Codes \u2192 Go to Translation", "#2a5a7a")
|
||
run_p1b.setToolTip("Applies Phase 1b code settings (111 only) and switches to the Translation tab")
|
||
run_p1b.clicked.connect(lambda: self._run_phase("1b"))
|
||
p1b_row.addWidget(run_p1b)
|
||
p1b_row.addStretch()
|
||
p1b_inner.addLayout(p1b_row)
|
||
layout.addWidget(p1b_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 ON: 122 (Control Variables), 357 (Plugin Commands)\n"
|
||
"Strings here are often used in script comparisons — mistranslations can break game "
|
||
"logic. Use Scan first to preview what will be translated, then apply and go translate."
|
||
)
|
||
p2_desc.setStyleSheet("color:#888;font-size:10px;")
|
||
p2_desc.setWordWrap(True)
|
||
p2_inner.addWidget(p2_desc)
|
||
|
||
copy_risky_row = QHBoxLayout()
|
||
copy_risky_btn = _make_btn("📋 Copy Risky Prompt", "#555")
|
||
copy_risky_btn.setToolTip(
|
||
"Copy a Copilot prompt that audits code 111 string comparisons, "
|
||
"code 122 variable safety, and code 357 plugin handlers."
|
||
)
|
||
copy_risky_btn.clicked.connect(self._copy_risky_prompt)
|
||
copy_risky_row.addWidget(copy_risky_btn)
|
||
copy_risky_row.addStretch()
|
||
p2_inner.addLayout(copy_risky_row)
|
||
|
||
p2_row = QHBoxLayout()
|
||
run_p2 = _make_btn("⚙ Set Codes \u2192 Go to Translation", "#7a4a00")
|
||
run_p2.setToolTip("Applies Phase 2 code settings and switches to the Translation tab")
|
||
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 5 — Export to Game"))
|
||
hint = QLabel(
|
||
"Copy translated files 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_active_btn = _make_btn("📤 Export Active Files → Game Folder", "#3a7a3a")
|
||
export_active_btn.setToolTip(
|
||
"Only export files whose names match those currently in files/\n"
|
||
"(i.e. the files you imported for this project)"
|
||
)
|
||
export_active_btn.clicked.connect(self._export_active_files)
|
||
row.addWidget(export_active_btn)
|
||
|
||
export_all_btn = _make_btn("📤 Export ALL translated/ → Game Folder", "#555")
|
||
export_all_btn.setToolTip("Export every file in translated/ regardless of what is in files/")
|
||
export_all_btn.clicked.connect(self._export_to_game)
|
||
row.addWidget(export_all_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.sel_all_btn.setText("Select All")
|
||
self._log(f"Found {len(items)} importable file(s).")
|
||
self._populate_preprocess_paths()
|
||
|
||
def _select_all_files(self):
|
||
count = self.file_list.count()
|
||
if not count:
|
||
return
|
||
all_checked = all(
|
||
self.file_list.item(i).checkState() == Qt.Checked
|
||
for i in range(count)
|
||
)
|
||
new_state = Qt.Unchecked if all_checked else Qt.Checked
|
||
for i in range(count):
|
||
self.file_list.item(i).setCheckState(new_state)
|
||
if new_state == Qt.Checked:
|
||
self.sel_all_btn.setText("Deselect All")
|
||
self._log(f"✔ Selected all {count} file(s).")
|
||
else:
|
||
self.sel_all_btn.setText("Select All")
|
||
self._log(f"✔ Deselected 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 _copy_glossary_prompt(self):
|
||
"""Build the glossary prompt, injecting any already-parsed speakers."""
|
||
prompt = self._PROMPT_GLOSSARY
|
||
|
||
# Extract # Speakers entries from current vocab.txt
|
||
speakers = []
|
||
try:
|
||
vocab_text = Path("vocab.txt").read_text(encoding="utf-8")
|
||
in_speakers = False
|
||
for line in vocab_text.splitlines():
|
||
stripped = line.strip()
|
||
if stripped == "# Speakers":
|
||
in_speakers = True
|
||
continue
|
||
if in_speakers:
|
||
if stripped.startswith("#"):
|
||
break # next section
|
||
if stripped:
|
||
speakers.append(stripped)
|
||
except Exception:
|
||
pass
|
||
|
||
if speakers:
|
||
speaker_block = (
|
||
"\n\n━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"ALREADY-IDENTIFIED SPEAKERS\n"
|
||
"━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
|
||
"The speaker parser has already found these names in the game files.\n"
|
||
"For genuine named characters in this list, add them to # Game Characters\n"
|
||
"with gender, role, and speech register.\n"
|
||
"Skip entries that are clearly NOT real characters — generic labels (e.g. 男, 女),\n"
|
||
"placeholders (e.g. ***, ???), or system strings.\n"
|
||
"```\n"
|
||
+ "\n".join(speakers)
|
||
+ "\n```"
|
||
)
|
||
prompt = prompt + speaker_block
|
||
|
||
self._copy_to_clipboard(prompt, "Glossary prompt copied."
|
||
+ (f" ({len(speakers)} speaker(s) included.)" if speakers else ""))
|
||
|
||
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
|
||
# ─────────────────────────────────────────────────────────────────────────
|
||
|
||
# ─────────────────────────────────────────────────────────────────────────
|
||
# Step 3 – Speaker detection
|
||
# ─────────────────────────────────────────────────────────────────────────
|
||
|
||
def _copy_speaker_prompt(self):
|
||
QApplication.clipboard().setText(self._SPEAKER_PROMPT)
|
||
self._log("Speaker format prompt copied to clipboard.")
|
||
|
||
def _copy_wrap_prompt(self):
|
||
QApplication.clipboard().setText(self._WRAP_PROMPT)
|
||
self._log("Text-wrap analysis prompt copied to clipboard.")
|
||
|
||
def _copy_risky_prompt(self):
|
||
QApplication.clipboard().setText(self._RISKY_PROMPT)
|
||
self._log("Risky codes analysis prompt copied to clipboard.")
|
||
|
||
def _apply_wrap_config(self):
|
||
"""Write width / listWidth / noteWidth back into .env."""
|
||
import re as _re
|
||
updates = {
|
||
"width": str(self.wrap_width_spin.value()),
|
||
"listWidth": str(self.wrap_list_spin.value()),
|
||
"noteWidth": str(self.wrap_note_spin.value()),
|
||
}
|
||
env_path = Path(".env")
|
||
try:
|
||
text = env_path.read_text(encoding="utf-8") if env_path.exists() else ""
|
||
for key, val in updates.items():
|
||
text, n = _re.subn(
|
||
rf"^({_re.escape(key)}\s*=\s*')[^']*(')",
|
||
rf"\g<1>{val}\2",
|
||
text,
|
||
flags=_re.MULTILINE,
|
||
)
|
||
if n == 0:
|
||
text = text.rstrip("\n") + f"\n{key}='{val}'\n"
|
||
env_path.write_text(text, encoding="utf-8")
|
||
self._log(
|
||
"✅ .env updated — "
|
||
+ ", ".join(f"{k}={v}" for k, v in updates.items())
|
||
)
|
||
except Exception as exc:
|
||
self._log(f"❌ Could not update .env: {exc}")
|
||
|
||
def _apply_speaker_flags(self):
|
||
cfg = {
|
||
"INLINE401SPEAKERS": self.spk_inline_cb.isChecked(),
|
||
"FIRSTLINESPEAKERS": self.spk_firstline_cb.isChecked(),
|
||
"FACENAME101": self.spk_face_cb.isChecked(),
|
||
}
|
||
try:
|
||
from gui.config_integration import ConfigIntegration
|
||
ConfigIntegration().update_rpgmaker_config(cfg)
|
||
self._log(
|
||
"✅ Speaker flags applied: "
|
||
+ ", ".join(f"{k}={v}" for k, v in cfg.items())
|
||
)
|
||
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
|
||
except Exception as exc:
|
||
self._log(f"❌ Could not apply speaker flags: {exc}")
|
||
|
||
# ─────────────────────────────────────────────────────────────────────────
|
||
# Step 4 – Translation phases
|
||
# ─────────────────────────────────────────────────────────────────────────
|
||
|
||
def _run_phase(self, phase):
|
||
if phase == 1:
|
||
config = PHASE1_CONFIG
|
||
label = "Phase 1 (safe codes)"
|
||
elif phase == "1b":
|
||
config = PHASE1B_CONFIG
|
||
label = "Phase 1b (code 111 cache)"
|
||
else:
|
||
config = PHASE2_CONFIG
|
||
label = "Phase 2 (risky codes)"
|
||
|
||
# Apply config profile so the Translation tab uses the right codes
|
||
try:
|
||
from gui.config_integration import ConfigIntegration
|
||
ci = ConfigIntegration()
|
||
ci.update_rpgmaker_config(config)
|
||
# Sync the live Settings tab if it is open
|
||
try:
|
||
if self.parent_window and hasattr(self.parent_window, "config_tab"):
|
||
ct = self.parent_window.config_tab
|
||
if hasattr(ct, "rpgmaker_tab"):
|
||
ct.rpgmaker_tab.set_config(
|
||
ct.rpgmaker_tab.get_config() | config
|
||
)
|
||
except Exception:
|
||
pass
|
||
self._log(f"✅ {label} config applied — codes set:")
|
||
on = [k for k, v in config.items() if v]
|
||
off = [k for k, v in config.items() if not v]
|
||
if on:
|
||
self._log(" ON : " + " ".join(on))
|
||
if off:
|
||
self._log(" OFF: " + " ".join(off))
|
||
except Exception as exc:
|
||
self._log(f"❌ Could not apply phase config: {exc}")
|
||
return
|
||
|
||
# Phase-specific guidance
|
||
if phase == 1:
|
||
self._log("")
|
||
self._log("─" * 54)
|
||
self._log("👉 Switch to the Translation tab and start the run.")
|
||
self._log("")
|
||
self._log("⚠ While translating, watch the log for speaker lines.")
|
||
self._log(" They should look like: [Speaker]: Dialogue text")
|
||
self._log(" If names are missing or garbled, stop the run and")
|
||
self._log(" revisit Step 2 (speaker flags) before continuing.")
|
||
self._log("─" * 54)
|
||
elif phase == "1b":
|
||
self._log("")
|
||
self._log("─" * 54)
|
||
self._log("👉 Switch to the Translation tab and start the run.")
|
||
self._log(" Phase 1b translates code 111 string comparisons and")
|
||
self._log(" writes a var_translation_map cache to log/.")
|
||
self._log(" Run Phase 2 afterwards — code 122 strings that match")
|
||
self._log(" a cached 111 comparison will reuse the same translation.")
|
||
self._log("─" * 54)
|
||
else:
|
||
self._log("")
|
||
self._log("─" * 54)
|
||
self._log("👉 Switch to the Translation tab and start the run.")
|
||
self._log(" Phase 2 targets script/variable strings — make sure")
|
||
self._log(" Phase 1b has been run first to build the 111 cache.")
|
||
self._log("─" * 54)
|
||
|
||
# Navigate to the Translation tab (index 0 in content_stack)
|
||
try:
|
||
if self.parent_window and hasattr(self.parent_window, "content_stack"):
|
||
self.parent_window.content_stack.setCurrentIndex(0)
|
||
# Keep nav buttons in sync
|
||
if hasattr(self.parent_window, "nav_buttons"):
|
||
for i, btn in enumerate(self.parent_window.nav_buttons):
|
||
btn.setChecked(i == 0)
|
||
except Exception:
|
||
pass
|
||
|
||
# ─────────────────────────────────────────────────────────────────────────
|
||
# Step 5 – Export to game
|
||
# ─────────────────────────────────────────────────────────────────────────
|
||
|
||
def _export_active_files(self):
|
||
"""Export only translated files whose names match what is in files/."""
|
||
files_dir = Path("files")
|
||
active = sorted(
|
||
fp.name for fp in files_dir.glob("*.json") if fp.name != ".gitkeep"
|
||
) if files_dir.exists() else []
|
||
|
||
if not active:
|
||
self._log("⚠ No files found in files/ — run Step 0 (Import) first.")
|
||
return
|
||
|
||
game_data = self._resolve_export_path()
|
||
if not game_data:
|
||
return
|
||
|
||
reply = QMessageBox.question(
|
||
self,
|
||
"Export Active Files to Game",
|
||
f"Export {len(active)} file(s) matching files/ contents into:\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, filter_names=active)
|
||
w.log.connect(self._log)
|
||
w.done.connect(self._on_export_done)
|
||
self._worker = w
|
||
w.start()
|
||
|
||
def _export_to_game(self):
|
||
game_data = self._resolve_export_path()
|
||
if not game_data:
|
||
return
|
||
|
||
reply = QMessageBox.question(
|
||
self,
|
||
"Export to Game",
|
||
f"This will overwrite ALL translated 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 _resolve_export_path(self) -> str | None:
|
||
"""Return the game data path, prompting if not yet set."""
|
||
game_data = self._data_path
|
||
if not game_data:
|
||
game_data = QFileDialog.getExistingDirectory(
|
||
self, "Select Game Data Folder to Export Into"
|
||
)
|
||
if not game_data:
|
||
return None
|
||
self._data_path = game_data
|
||
return game_data
|
||
|
||
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)
|