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.
This commit is contained in:
Rémi Verschelde 2019-05-21 14:32:01 +02:00
parent 86f6d08923
commit 92f67ceef3
1 changed files with 14 additions and 0 deletions

View File

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