i18n: Skip unsupported locales for editor translations
Godot currently can't properly render scripts that require Right-To-Left
and font shaping support, so we skip those.
This is a temporary measure until these features are supported.
Fixes #28577.
(cherry picked from commit 92f67ceef3
)
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8dce0ce022
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@ -268,6 +268,11 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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String host_lang = OS::get_singleton()->get_locale();
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String host_lang = OS::get_singleton()->get_locale();
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host_lang = TranslationServer::standardize_locale(host_lang);
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host_lang = TranslationServer::standardize_locale(host_lang);
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// Some locales are not properly supported currently in Godot due to lack of font shaping
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// (e.g. Arabic or Hindi), so even though we have work in progress translations for them,
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// we skip them as they don't render properly. (GH-28577)
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const Vector<String> locales_to_skip = String("ar,bn,fa,he,hi,ml,si,ta,te,ur").split(",");
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String best;
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String best;
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EditorTranslationList *etl = _editor_translations;
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EditorTranslationList *etl = _editor_translations;
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@ -275,6 +280,15 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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while (etl->data) {
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while (etl->data) {
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const String &locale = etl->lang;
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const String &locale = etl->lang;
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// Skip locales which we can't render properly (see above comment).
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// Test against language code without regional variants (e.g. ur_PK).
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String lang_code = locale.get_slice("_", 0);
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if (locales_to_skip.find(lang_code) != -1) {
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etl++;
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continue;
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}
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lang_hint += ",";
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lang_hint += ",";
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lang_hint += locale;
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lang_hint += locale;
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