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feat: add language dropdown #1606
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Reviewed 6 of 14 files at r1, 8 of 8 files at r3, all commit messages.
Reviewable status: all files reviewed, 10 unresolved discussions (waiting on @evemartin)
game/end_to_end_tests/game_page.py
line 25 at r3 (raw file):
assert self.on_correct_page("game_page")
You've got some whitespaces on this line, running Black should fix it.
game/end_to_end_tests/test_language_dropdown.py
line 11 at r3 (raw file):
self.selenium.find_element(By.ID, "language_dropdown").click() self.selenium.find_element(By.ID, f"language_dropdown_fr").click()
I don't think you need an f-string here
game/end_to_end_tests/test_language_dropdown.py
line 14 at r3 (raw file):
text_count = len(self.selenium.find_elements(By.XPATH, ("//*[contains(text(),'Move forwards')]"))) assert text_count == 0
Add a new line after this line please. I think Black fixes that too
game/static/game/css/game_screen.css
line 437 at r3 (raw file):
} .tab select {
Dropdown looks good to me but double-check with Laura if you haven't already to see what she thinks.
game/static/game/js/blocklyControl.js
line 56 at r3 (raw file):
}; ocargo.BlocklyControl.prototype.updateBlockLanguage = function (language_code) {
Do you need this function here? I know you call it later but I wonder if we can just have it in the other file (check my other comment).
game/static/game/js/game.js
line 1397 at r3 (raw file):
function gameUpdateBlockLanguage(language_code) { ocargo.blocklyControl.updateBlockLanguage(language_code);
Here - maybe replace this with the core code for the function, move it up in the file and call gameUpdateBlockLanguage
at the start of the setup
function as well.
game/static/game/js/game.js
line 1406 at r3 (raw file):
})
You have an extra white line here.
game/static/game/js/blockly/msg/js/fr.js
line 439 at r3 (raw file):
Blockly.Msg["MOVE_FORWARDS_TITLE"] = "avancer"; Blockly.Msg["MOVE_FORWARDS_TOOLTIP"] = "Faire avancer la camionnette";
😭
game/templates/game/game.html
line 163 at r3 (raw file):
</label> </div> <div id="language_tab" class="tab">
I'm assuming we don't want the dropdown to show on Python-only levels, so we probably need an additional check here.
game/views/language_code_conversions.py
line 1 at r3 (raw file):
language_code_dict = {
Please make a note here to only populate the languages that we have fully translations with for the custom blocks - we can comment out the ones that aren't ready.
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Reviewable status: all files reviewed, 10 unresolved discussions (waiting on @faucomte97)
game/end_to_end_tests/game_page.py
line 25 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
You've got some whitespaces on this line, running Black should fix it.
Fixed and will push with the other changes!
game/end_to_end_tests/test_language_dropdown.py
line 11 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
I don't think you need an f-string here
Fixed and will push with the other changes!
game/end_to_end_tests/test_language_dropdown.py
line 14 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
Add a new line after this line please. I think Black fixes that too
Fixed and will push with the other changes!
game/static/game/css/game_screen.css
line 437 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
Dropdown looks good to me but double-check with Laura if you haven't already to see what she thinks.
I'll send her a screen recording to confirm!
game/static/game/js/blocklyControl.js
line 56 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
Do you need this function here? I know you call it later but I wonder if we can just have it in the other file (check my other comment).
I've moved it to the other file and it seems to work still! So I'll go with your suggested change :))
game/static/game/js/game.js
line 1397 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
Here - maybe replace this with the core code for the function, move it up in the file and call
gameUpdateBlockLanguage
at the start of thesetup
function as well.
Same as other comment!
game/static/game/js/game.js
line 1406 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
You have an extra white line here.
Fixed and will push with the other changes!
game/static/game/js/blockly/msg/js/fr.js
line 439 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
😭
I'm so sorry 😭
game/templates/game/game.html
line 163 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
I'm assuming we don't want the dropdown to show on Python-only levels, so we probably need an additional check here.
Fixed and will push with the other changes!
game/views/language_code_conversions.py
line 1 at r3 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
Please make a note here to only populate the languages that we have fully translations with for the custom blocks - we can comment out the ones that aren't ready.
Fixed and will push with the other changes!
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Reviewed 14 of 14 files at r4, all commit messages.
Reviewable status: all files reviewed, 2 unresolved discussions (waiting on @evemartin)
game/static/game/css/backgrounds.css
line 4 at r4 (raw file):
.bg--easy { background-color: #86ae18;
Why?
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Reviewable status: all files reviewed, 2 unresolved discussions (waiting on @faucomte97)
game/static/game/css/backgrounds.css
line 4 at r4 (raw file):
Previously, faucomte97 (Florian Aucomte) wrote…
Why?
When it was just "background" it was covering up the dropdown menu's arrow icon - changing it to "background-color" brought the icon back (though I'm not 100% sure why this is the case)!
game/static/game/css/game_screen.css
line 437 at r3 (raw file):
Previously, evemartin wrote…
I'll send her a screen recording to confirm!
I have got the okay after checking!
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Reviewed 2 of 2 files at r5, all commit messages.
Reviewable status: complete! all files reviewed, all discussions resolved (waiting on @evemartin)
This change is