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docs(readme): the option table lists every row of the menu - #2105
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Joey-Magnus
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Thanks, this fills a real gap: Button prompts is exactly what #1907/#1622/#1655 were asking about, and a check that keeps the readme's table in step with vk_menu.cpp is worth having. The four new lines match the menu at your base: the choices, the defaults (wide_menus = 1, mesh_mode = 0, discord = 1, prompts = 0) and mesh_shaders= in hookshot_options.ini all check out. The branch is 41 commits behind main, though, and main has moved in ways that break it:
blocking tests/test_readme_menu_rows.py: I merged the branch with current origin/main (no textual conflicts) and the new test fails twice. Rows added to the menu since your base have no line: HDR contrast (#2342), VRAM budget (#1859) and Frame generation by (#2118). The order check also fails, because the Graphics tab now has Frame generation and Frame pacing after V-Sync … HDR contrast, not before V-Sync. This is the drift the test is meant to catch, so after a rebase please add those three lines (choices and defaults from their tx_* and opts defaults) and move the Frame generation/Frame pacing lines to match.
should fix readme.md:327 and readme.md:408-410: since #2366 (merged today), a change of Button prompts shows while the game runs. host/prompts.c rewrites the loaded prompts, and the menu asks for a restart only when not every live part was found (hos_prompts_live_parts() != HOS_PROMPTS_LIVE_ALL). "(on the Controls page; after a restart)" and "A change applies after a restart" are now wrong for the usual case. Something like "applies at once; after a restart if the game's icons could not all be found" would match #2366. Please also re-check the Auto sentence against #2366's description of how Auto now follows the controller.
minor: this check makes every future PR that adds a menu row also add a readme line. That's good, but contributors will only find out when CI goes red. A sentence in CONTRIBUTING.md or docs/development.md (where menu rows are described) saying so would save a round trip.
The CI failures on this run (test_vcore_fs_open, test_vcore_video_acquire: env_on undeclared) come from your base and were fixed on main by #2380, so a rebase clears them too.
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Thanks. Rebased on main (463eab1) and done in 8bbf69c:
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Joey-Magnus
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The red CI isn't this PR's: I ran the suite on its base with and without it, and the same 3 tests fail both ways; the appimage failure was apt. But merged onto today's main, the new tests/test_readme_menu_rows.py fails, so merging would turn main red. Four rows were added since: HDR contrast, VRAM budget, Frame generation by and Compact menu key. Frame generation and Frame pacing also moved below VRAM budget. A rebase that adds those rows and reorders the lines should do it. The guard test itself is a good idea.
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Rebased on current main (fce5345) and force-pushed. The README conflict came from main reordering the table and adding section titles; the branch now adds only what is still missing (Ultrawide menus, Mesh shaders, Discord status, Button prompts, Compact menu key), and the test skips the section-title rows. The test fails on main's README and passes here. Description updated. |
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Five rows of the Insert menu had no line in the readme's option table: Ultrawide menus, Mesh shaders, Discord status (on by default), Compact menu key and the Controls page's Button prompts, the row that chooses the button icons the game shows. Each gets its line, with its choices and default as the menu has them, and all but Compact menu key a note below the table. Layout preset's line says it is on the Controls page. tests/test_readme_menu_rows.py reads the menu's rows from gpu/vk/vk_menu.cpp and the table from readme.md: every row of the Graphics, Audio, Gameplay and Controls tabs and of the Controls page has a line, every line is a row the menu has, and they are in the menu's order. The Graphics tab's section titles and the Debug tab's lines at the end of the table (Debug tools and its Developer rows) are left out of the check. docs/development.md says a new row needs its readme line.
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Rebased on current main (51da046). Main now describes Button prompts and the two language rows itself, so the branch keeps only the rows still missing from the table (Ultrawide menus, Mesh shaders, Discord status, Button prompts and Compact menu key in the table) and their notes. The test passes on the rebased branch. |
Joey-Magnus
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Both points from my earlier reviews are fixed. The branch is on current main and only adds the lines that are still missing. The Button prompts text matches #2366's live switching. docs/development.md now tells people that a new row needs its readme line.
I merged it into current main and tests/test_readme_menu_rows.py passes. I checked the new lines against vk_menu.cpp and vk_menu.h: Ultrawide menus defaults to wide_menus = 1 (Centred, blurred sides), Mesh shaders is Automatic/Native/Compute after a restart, Discord status is on by default, and Compact menu key is Right Shift or Right Ctrl.
One thing for the maintainers: once this lands, every open PR that adds a menu row needs a readme line, or this test fails. I checked two. With #1979 (Sharpening method) merged on top, it fails. With #2261 (Item wheel) it passes, because that PR already adds its line. #2151's rows will need the same check after its rebase.
… check reads docs/user/settings.md Conflicts, and how each was resolved: - readme.md: kept this branch's front page. NotRexed#2105's new option table lines (Ultrawide menus, Mesh shaders, Discord status, Button prompts, Compact menu key) were already rows in docs/user/settings.md; its Mesh shaders and Discord status notes went into those rows. NotRexed#2592's note on mods with tables for several game versions went to docs/user/mods.md, NotRexed#1630's RX_VK_PROGRAM_CACHE_ZSTD to docs/dev/switches.md. - docs/development.md (deleted here): NotRexed#2825's RX_VK_MIRROR_TRIM and NotRexed#2826's RX_VK_EVICT_EXCESS to switches.md; NotRexed#2105's rule that a new menu row needs a line in the option table to CONTRIBUTING.md's code conventions, naming settings.md. tests/test_readme_menu_rows.py (NotRexed#2105) is now tests/test_settings_menu_rows.py and reads settings.md's per-tab tables instead of the readme's single table. Its five checks are kept (every row has a line, every line is a row, the menu's order, four cells with choices and a default), and it now also holds the Motion and Controls pages' tables to their rows and order, since settings.md lists them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Co-authored-by: Cursor <cursoragent@cursor.com>
…adme check passes NotRexed#2827 added the Gameplay tab's Skip opening row and NotRexed#2105 made the readme's option table list every row of the menu; they merged close together, so tests/test_readme_menu_rows.py fails on main with "menu rows with no line in readme.md's option table: Skip opening". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…adme check passes NotRexed#2827 added the Gameplay tab's Skip opening row and NotRexed#2105 made the readme's option table list every row of the menu; they merged close together, so tests/test_readme_menu_rows.py fails on main with "menu rows with no line in readme.md's option table: Skip opening". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Four rows of the Insert menu had no line in the readme's option table and are not mentioned anywhere else in it: Ultrawide menus, Mesh shaders, Discord status (on by default), and the Controls page's Button prompts. Button prompts is the row that picks the button icons the game shows, which is what the reporters of #1907, #1622 and #1655 were looking for.
Each now has a line with its choices and default as the menu has them, and a short note under the table taken from the menu's own help texts. Layout preset's line says it is on the Controls page.
tests/test_readme_menu_rows.py(new) reads the rows fromgpu/vk/vk_menu.cppand the table fromreadme.md. Every row of the Graphics, Audio, Gameplay and Controls tabs and of the Controls page must have a line, every line must be a row the menu has, and they must be in the menu's order. The Debug tab's lines at the end of the table (Debug tools and its Developer rows) are left out of the check.Rebased on main fce5345. Main has given these docs most of what the first version added (HDR contrast, VRAM budget, Frame generation by, the new order, Menu shortcut's Esc), and the Graphics tab now has section titles, so the update is smaller: lines and notes for Ultrawide menus, Mesh shaders, Discord status and Button prompts, a line for Compact menu key, and the test skips the section titles (rows with
headingset). Button prompts' note says it changes while the game runs since #2366, Auto follows the controller, and a restart is asked only when the prompt files could not all be found.docs/development.mdsays a new row needs its readme line.Testing (Linux): the new test fails on main's readme, naming the five rows with no line and the order, and passes with this change.
test_camera_speed.pyandtest_stick_dead_zone.py, which also read the readme, pass. Docs only otherwise.