fix(i18n): đổi ngôn ngữ áp lại toàn bộ chữ trên màn hình

Trước đây rất nhiều widget gọi setText(tr(...)) một lần lúc dựng, nên sau khi
đổi ngôn ngữ một nửa màn hình vẫn giữ tiếng cũ. Thêm họ bind_text/bind_tip/
bind_placeholder/bind_items/bind_dynamic trong i18n: khoá dịch được gắn thẳng
vào widget (giữ tham chiếu yếu) và tự áp lại mỗi lần set_language.

- co4e sidebar, node property panel, run control, routing toggle, nav rail,
  top bar, filter scaffold, usage chart: chuyển sang binding hoặc tự đăng ký
  on_language_changed thay vì trông chờ nơi nhúng.
- RoutingToggle/AutoRunToggle tự đăng ký retranslate và dùng
  AdjustToContents để bản dịch dài không bị cắt.
- BusyOverlay mới: che cửa sổ trong lúc set_language chạy đồng bộ trên GUI
  thread, tránh cảm giác treo app.
- co4e sidebar chỉ đọc thư viện skill một lần (_skill_prefix_lookup) thay vì
  quét đĩa cho từng skill — trước đó mỗi lần reload tốn ~3.8s đứng GUI.
- Bổ sung bản dịch ja/vi còn để nguyên tiếng Anh; sửa chiều cao hàng
  Settings ở nav rail.
- Thêm 4 bộ test UI cho các thay đổi trên.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-09-08 21:23:12 +09:00
co-authored by Claude Opus 5
parent 2f3cd100f8
commit fe99bc8727
31 changed files with 1625 additions and 131 deletions
+53 -15
View File
@@ -11,14 +11,42 @@ from typing import List
from PySide6.QtCore import QSize, Qt
from PySide6.QtWidgets import QHBoxLayout, QListWidget, QListWidgetItem, QPushButton, QSplitter, QVBoxLayout, QWidget
from ...core import co4e, skills as skills_mod
from ...i18n import tr
from ...i18n import bind_dynamic, bind_text, bind_tip, tr
from ...ui.icons import icon
from ...presentation.co4e.agent_list_panel import AgentListPanel
from ...presentation.co4e.co4e_chat_view import _skill_names
from ...presentation.co4e.palette_list import _PaletteList
from ...presentation.co4e.skills_list_panel import SkillsListPanel
def _skill_prefix_lookup(all_skills):
"""Answer ``skills.skill_prefix_for`` from an ALREADY-LOADED skill list.
``skill_prefix_for`` re-reads the whole skill folder on every call, so
asking it once per skill made a sidebar reload cost one full disk scan per
skill — measured at ~3.8s of frozen GUI thread on a 121-skill library, and
that reload runs on every language switch.
The scan order and the blank-instructions rule are copied from
``skill_prefix_for`` deliberately: a namesake with no instructions must NOT
end the search, or a skill's text silently becomes empty in an agent prompt.
"""
cache: dict = {}
def lookup(name: str) -> str:
"""The ``## Skill: <name>\\n<instructions>`` block for one name, or ''."""
if not name:
return ""
low = name.strip().lower()
if low not in cache:
cache[low] = next(
(f"## Skill: {s.name}\n{s.instructions.strip()}" for s in all_skills
if (s.slug == low or s.name.lower() == low) and s.instructions.strip()),
"")
return cache[low]
return lookup
class Co4ESidebarMixin:
"""Cột trái của Co4E Studio: Workflows, Agents, Skills và Flow Status."""
def _build_sidebar(self) -> QWidget:
@@ -66,9 +94,12 @@ class Co4ESidebarMixin:
col = _Col(self.side_split)
# --- WORKFLOWS ---------------------------------------------------
self.wf_new_btn = QPushButton(tr("co4e.new"))
# Bound, not set once: Co4ETab._retranslate reloads the sidebar's LIST
# CONTENTS, but these headings, buttons and tooltips are built here and
# nothing re-applied them — they stayed in the language of app start-up.
self.wf_new_btn = bind_text(QPushButton(), "co4e.new")
self.wf_new_btn.setIcon(icon("plus"))
self.wf_new_btn.setToolTip(tr("co4e.tt_new_wf"))
bind_tip(self.wf_new_btn, "co4e.tt_new_wf")
self.wf_new_btn.setObjectName("co4eSectionAction")
self.wf_new_btn.setFlat(True)
self.wf_new_btn.setCursor(Qt.PointingHandCursor)
@@ -78,7 +109,7 @@ class Co4ESidebarMixin:
# Draggable: drag a flow onto the canvas to merge it in (Nova-style);
# double-click loads it onto the canvas.
self.wf_list = _PaletteList(payload_role=Qt.UserRole + 2)
self.wf_list.setToolTip(tr("co4e.drag_hint"))
bind_tip(self.wf_list, "co4e.drag_hint")
self.wf_list.itemDoubleClicked.connect(self._load_selected_workflow)
self.wf_list.setContextMenuPolicy(Qt.CustomContextMenu)
self.wf_list.customContextMenuRequested.connect(self._wf_context_menu)
@@ -93,8 +124,9 @@ class Co4ESidebarMixin:
wl.addLayout(wf_btns)
# Its own row: sharing one line with the three icon buttons cut "Chạy
# nền" down to "Chạ" as soon as the sidebar hit its narrow width.
self.wf_runbg_btn = QPushButton(tr("co4e.run_bg")); self.wf_runbg_btn.setIcon(icon("play"))
self.wf_runbg_btn.setToolTip(tr("co4e.tt_run_bg"))
self.wf_runbg_btn = bind_text(QPushButton(), "co4e.run_bg")
self.wf_runbg_btn.setIcon(icon("play"))
bind_tip(self.wf_runbg_btn, "co4e.tt_run_bg")
self.wf_runbg_btn.clicked.connect(self._run_selected_in_background)
wl.addWidget(self.wf_runbg_btn)
col.addWidget(self._section("co4e.tab_workflows", wf_body, self.wf_new_btn), 3)
@@ -135,12 +167,12 @@ class Co4ESidebarMixin:
self.runs_more_btn.setIcon(icon("chevron-right"))
self.runs_more_btn.setFixedWidth(30)
self.runs_more_btn.setFlat(True)
self.runs_more_btn.setToolTip(tr("co4e.tt_runs_tab"))
bind_tip(self.runs_more_btn, "co4e.tt_runs_tab")
self.runs_more_btn.clicked.connect(lambda: self._show_runs(True))
runs_body = QWidget(); rl = QVBoxLayout(runs_body)
rl.setContentsMargins(0, 0, 0, 0); rl.setSpacing(4)
self.runs_side_list = QListWidget()
self.runs_side_list.setToolTip(tr("co4e.tt_runs_tab"))
bind_tip(self.runs_side_list, "co4e.tt_runs_tab")
self.runs_side_list.itemClicked.connect(self._on_side_run_clicked)
rl.addWidget(self.runs_side_list, 1)
col.addWidget(self._section("co4e.runs_tab", runs_body, self.runs_more_btn), 2)
@@ -202,7 +234,10 @@ class Co4ESidebarMixin:
v.addWidget(body, 1)
self._sections[key] = (head, body, stretch)
self._sync_section_arrow(key)
# bind_dynamic, not bind_text: the heading is the fold arrow plus the
# translated name in caps, so re-applying it means re-running the whole
# line rather than pushing one key into setText.
bind_dynamic(head, lambda k=key: self._sync_section_arrow(k))
return box
def _fold_section(self, key: str, body: QWidget, box: QWidget, on: bool) -> None:
"""Fold/unfold a section AND give its height back to the others.
@@ -223,7 +258,7 @@ class Co4ESidebarMixin:
head.setText(("▾ " if head.isChecked() else "▸ ") + tr(key).upper())
def _icon_btn(self, icon_name: str, tip_key: str, slot) -> QPushButton:
"""Dựng một nút icon nhỏ (rộng 34px) kèm tooltip cho hàng công cụ của mục."""
b = QPushButton(); b.setIcon(icon(icon_name)); b.setToolTip(tr(tip_key))
b = QPushButton(); b.setIcon(icon(icon_name)); bind_tip(b, tip_key)
b.setFixedWidth(34)
b.clicked.connect(slot)
return b
@@ -254,13 +289,16 @@ class Co4ESidebarMixin:
co4e._step_dict(step))
it.setData(Qt.UserRole + 1, ca.id)
self.agent_list.addItem(it)
# Skills
# Skills — the library is read ONCE here and both the names and the
# instructions come out of that one read (see _skill_prefix_lookup).
self.skill_list.clear()
for name in _skill_names():
content = skills_mod.skill_prefix_for(name)
all_skills = skills_mod.list_skills() + skills_mod.builtin_skills()
skill_prefix = _skill_prefix_lookup(all_skills)
for skill in all_skills:
name = skill.name
payload = co4e._step_dict(co4e.Step(
label=name, agent_slug=co4e.slugify(name), role="SKILL", icon="sparkle",
instructions=content, skills=[name]))
instructions=skill_prefix(name), skills=[name]))
self.skill_list.addItem(self._palette_item(name, "sparkle", payload))
@staticmethod
def _palette_item(text: str, icon_name: str, payload: dict) -> QListWidgetItem: