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Document how to test translations with the test project setting (#5488)

skyace65 vor 3 Jahren
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2 geänderte Dateien mit 17 neuen und 3 gelöschten Zeilen
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      tutorials/i18n/img/locale_test.png
  2. 17 3
      tutorials/i18n/internationalizing_games.rst

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tutorials/i18n/img/locale_test.png


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tutorials/i18n/internationalizing_games.rst

@@ -202,10 +202,24 @@ Icons with left and right pointing arrows which may need to be reversed for Arab
 and Hebrew locales, in case they indicate movement or direction (e.g. back/forward
 buttons), otherwise they can remain the same.
 
-Command line
-------------
+Testing translations
+--------------------
+
+You may want to test a project's translation before releasing it. Godot provides two ways
+to do this.
+
+First, in the Project Settings, under **Input Devices > Locale**, there is a **Test**
+property. Set this property to the locale code of the language you want to test. Godot will
+run the project with that locale when the project is run (either from the editor or when
+exported).
+
+..image:: img/locale_test.png
+
+Keep in mind that since this is a project setting, it will show up in version control when
+it is set to a non-empty value. Therefore, it should be set back to an empty value before
+committing changes to version control.
 
-Language can be tested when running Godot from the command line.
+Translations can also be tested when running Godot from the command line.
 For example, to test a game in French, the following argument can be
 supplied: