godot/doc/classes/EditorTranslationParserPlug...

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<?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>
Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
</brief_description>
<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.
Add the extracted strings to argument [code]msgids[/code] or [code]msgids_context_plural[/code] if context or plural is used.
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.
Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT.
[codeblocks]
[gdscript]
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tool
extends EditorTranslationParserPlugin
func _parse_file(path, msgids, msgids_context_plural):
var file = File.new()
file.open(path, File.READ)
var text = file.get_as_text()
var split_strs = text.split(",", false)
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for s in split_strs:
msgids.append(s)
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#print("Extracted string: " + s)
func _get_recognized_extensions():
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return ["csv"]
[/gdscript]
[csharp]
using Godot;
using System;
[Tool]
public class CustomParser : EditorTranslationParserPlugin
{
public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural)
{
var file = new File();
file.Open(path, File.ModeFlags.Read);
string text = file.GetAsText();
string[] splitStrs = text.Split(",", false);
foreach (var s in splitStrs)
{
msgids.Add(s);
//GD.Print("Extracted string: " + s)
}
}
public override Godot.Collections.Array GetRecognizedExtensions()
{
return new Godot.Collections.Array{"csv"};
}
}
[/csharp]
[/codeblocks]
To add a translatable string associated with context or plural, add it to [code]msgids_context_plural[/code]:
[codeblocks]
[gdscript]
# This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals".
msgids_context_plural.append(["Test 1", "context", "test 1 plurals"])
# This will add a message with msgid "A test without context" and msgid_plural "plurals".
msgids_context_plural.append(["A test without context", "", "plurals"])
# This will add a message with msgid "Only with context" and msgctxt "a friendly context".
msgids_context_plural.append(["Only with context", "a friendly context", ""])
[/gdscript]
[csharp]
// This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals".
msgidsContextPlural.Add(new Godot.Collections.Array{"Test 1", "context", "test 1 Plurals"});
// This will add a message with msgid "A test without context" and msgid_plural "plurals".
msgidsContextPlural.Add(new Godot.Collections.Array{"A test without context", "", "plurals"});
// This will add a message with msgid "Only with context" and msgctxt "a friendly context".
msgidsContextPlural.Add(new Godot.Collections.Array{"Only with context", "a friendly context", ""});
[/csharp]
[/codeblocks]
[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.
For example:
[codeblocks]
[gdscript]
func _parse_file(path, msgids, msgids_context_plural):
var res = ResourceLoader.load(path, "Script")
var text = res.source_code
# Parsing logic.
func _get_recognized_extensions():
return ["gd"]
[/gdscript]
[csharp]
public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural)
{
var res = ResourceLoader.Load&lt;Script&gt;(path, "Script");
string text = res.SourceCode;
// Parsing logic.
}
public override Godot.Collections.Array GetRecognizedExtensions()
{
return new Godot.Collections.Array{"gd"};
}
[/csharp]
[/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>
<tutorials>
</tutorials>
<methods>
<method name="_get_recognized_extensions" qualifiers="virtual const">
<return type="PackedStringArray" />
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<description>
Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code].
</description>
</method>
<method name="_parse_file" qualifiers="virtual">
<return type="void" />
<argument index="0" name="path" type="String" />
<argument index="1" name="msgids" type="Array" />
<argument index="2" name="msgids_context_plural" type="Array" />
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<description>
Override this method to define a custom parsing logic to extract the translatable strings.
</description>
</method>
</methods>
</class>