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123 lines
5.6 KiB
XML
123 lines
5.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorTranslationParserPlugin" inherits="RefCounted" version="4.0">
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<brief_description>
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Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
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</brief_description>
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<description>
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[EditorTranslationParserPlugin] is invoked when a file is being parsed to extract strings that require translation. To define the parsing and string extraction logic, override the [method _parse_file] method in script.
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Add the extracted strings to argument [code]msgids[/code] or [code]msgids_context_plural[/code] if context or plural is used.
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When adding to [code]msgids_context_plural[/code], you must add the data using the format [code]["A", "B", "C"][/code], where [code]A[/code] represents the extracted string, [code]B[/code] represents the context, and [code]C[/code] represents the plural version of the extracted string. If you want to add only context but not plural, put [code]""[/code] for the plural slot. The idea is the same if you only want to add plural but not context. See the code below for concrete examples.
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The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu.
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Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT.
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[codeblocks]
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[gdscript]
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tool
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extends EditorTranslationParserPlugin
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func _parse_file(path, msgids, msgids_context_plural):
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var file = File.new()
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file.open(path, File.READ)
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var text = file.get_as_text()
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var split_strs = text.split(",", false)
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for s in split_strs:
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msgids.append(s)
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#print("Extracted string: " + s)
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func _get_recognized_extensions():
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return ["csv"]
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[/gdscript]
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[csharp]
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using Godot;
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using System;
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[Tool]
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public class CustomParser : EditorTranslationParserPlugin
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{
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public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural)
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{
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var file = new File();
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file.Open(path, File.ModeFlags.Read);
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string text = file.GetAsText();
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string[] splitStrs = text.Split(",", false);
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foreach (var s in splitStrs)
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{
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msgids.Add(s);
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//GD.Print("Extracted string: " + s)
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}
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}
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public override Godot.Collections.Array GetRecognizedExtensions()
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{
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return new Godot.Collections.Array{"csv"};
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}
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}
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[/csharp]
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[/codeblocks]
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To add a translatable string associated with context or plural, add it to [code]msgids_context_plural[/code]:
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[codeblocks]
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[gdscript]
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# This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals".
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msgids_context_plural.append(["Test 1", "context", "test 1 plurals"])
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# This will add a message with msgid "A test without context" and msgid_plural "plurals".
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msgids_context_plural.append(["A test without context", "", "plurals"])
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# This will add a message with msgid "Only with context" and msgctxt "a friendly context".
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msgids_context_plural.append(["Only with context", "a friendly context", ""])
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[/gdscript]
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[csharp]
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// This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals".
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msgidsContextPlural.Add(new Godot.Collections.Array{"Test 1", "context", "test 1 Plurals"});
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// This will add a message with msgid "A test without context" and msgid_plural "plurals".
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msgidsContextPlural.Add(new Godot.Collections.Array{"A test without context", "", "plurals"});
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// This will add a message with msgid "Only with context" and msgctxt "a friendly context".
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msgidsContextPlural.Add(new Godot.Collections.Array{"Only with context", "a friendly context", ""});
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [File] type.
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For example:
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[codeblocks]
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[gdscript]
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func _parse_file(path, msgids, msgids_context_plural):
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var res = ResourceLoader.load(path, "Script")
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var text = res.source_code
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# Parsing logic.
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func _get_recognized_extensions():
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return ["gd"]
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[/gdscript]
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[csharp]
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public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural)
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{
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var res = ResourceLoader.Load<Script>(path, "Script");
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string text = res.SourceCode;
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// Parsing logic.
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}
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public override Godot.Collections.Array GetRecognizedExtensions()
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{
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return new Godot.Collections.Array{"gd"};
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}
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[/csharp]
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[/codeblocks]
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To use [EditorTranslationParserPlugin], register it using the [method EditorPlugin.add_translation_parser_plugin] method first.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_get_recognized_extensions" qualifiers="virtual const">
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<return type="PackedStringArray" />
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<description>
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Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code].
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</description>
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</method>
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<method name="_parse_file" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="msgids" type="Array" />
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<argument index="2" name="msgids_context_plural" type="Array" />
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<description>
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Override this method to define a custom parsing logic to extract the translatable strings.
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</description>
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</method>
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</methods>
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</class>
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