feat(menu): the start-up screen and the FPS counter in the menu's language, English where no font draws a script #2679
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The Insert menu speaks 13 languages since #1864, but the start-up screen (what a player watches for minutes after an update) and the FPS counter's labels stay English, and a Japanese, Korean or Chinese menu on a PC without a CJK font draws boxes. This finishes what #1864 left out.
Changes
vk_progress.hnow builds the count line from a format, so a language can put it in its order; the text it makes is unchanged).script_fontsfinds no font for a language's letters, the menu stays in English for that run (the log line says so) instead of drawing boxes.test_menu_i18nreads the texts ofvk_progress.handfps_stats.htoo, and checks the fallback is wired.menu_i18n.h), tables kept sorted.en-GB, fr-CA and es-419: es-419 is its own table already; en-GB and fr-CA follow English and French, as the Auto rule in
lang_nowsays.Checks
python -I -B tests/run_all.py i18n startup fps menu utf8 declarations→ 30 passed, 0 failed (Windows, llvm-mingw clang++).vk_menu.cppandvk_menu_i18n.cppcompile as syntax-only; not run in the game yet (screenshots of the start-up screen in another language will follow).I checked
fa02bf47alongside #2600 (836692b2). Production code merges cleanly, preserving both the virtual RomFS reader callback and yourfont_missingnotification.The source-extracted
script_fontsfixture added by #2600 needs ani18n::font_missingadapter when these land together. In a private combined tree, I added a recording adapter and checks for available virtual fonts, known missing scripts, repeated notifications and the unknown-language wildcard. All 11 focused checks pass on Windows and Linux. Three semantic controls also fail as expected: removed RomFS callback, suppressed notification and fallback incorrectly applied to the wildcard.I can carry that fixture adjustment when rebasing the second package to land. Neither public branch was changed; this is source/helper validation, not a combined backend build or game run.
I merged this into current main and ran
tests/run_all.py i18n startup fps menu utf8 declarations: 29 passed, 1 skipped (dotnet). I checked the risky parts by hand.tr()matches "game 60" and "1% low 58" against the new format entries, and the lone%in "1% low", "1% pior", "下位1% %.0f" and the others is read as plain text byconversion(), so no translation picks up a stray conversion. The fallback invk_imgui.cpp:179skips the*wildcard, andlang_now()is used only by drawing,plural()andscript_fonts, so falling back to English changes nothing outside the menu's text.Two things are left before this can go in:
script_fonts, and that fixture needs ani18n::font_missingadapter once both PRs are in, as Arkex-ai found. Whichever PR merges second has to carry that adapter.Here are the requested captures of the localized start-up preparation screen (
1280x720Vulkan capture) and details on the font fallback behavior:Localized Start-up Screen Captures
de)ja, CJK font available)ru, Cyrillic)CJK Missing Font Fallback
When running on a system without installed CJK glyph fonts for Japanese, Korean, or Chinese (
ja,ko,zh-Hans,zh-Hant),script_fontsidentifies thatmergedis empty, emits the diagnostic log line, and registersi18n::font_missing(lang):Instead of rendering tofu / missing-glyph boxes across the start-up screen, menu, and FPS overlay,
font_missing(lang)cleanly routes UI text back to English.Coordination with #2600
Thanks @Arkex-ai and @Joey-Magnus for verifying the merge alongside #2600. If #2600 lands first, we'll happily rebase and carry the
i18n::font_missingadapter for thescript_fontsfixture; conversely, if #2679 merges first, Arkex-ai's verified adapter can be landed with #2600.