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@@ -21,6 +21,9 @@ spreadsheets. The process of creating the spreadsheets and importing
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them is already covered in the :ref:`doc_importing_translations` tutorial, so this
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one could be seen more like a follow up to that one.
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+
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+.. note:: We would be using the offical demo as an example, you can download it in the AssetLib: https://godotengine.org/asset-library/asset/134 or find it in the demo_projects/gui/translation
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+
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Configuring the imported translation
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------------------------------------
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@@ -51,10 +54,7 @@ Some controls such as :ref:`Button <class_Button>`, :ref:`Label <class_Label>`,
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etc. will automatically fetch a translation each time they are set a key
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instead of a text. For example, if a label is assigned
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"MAIN_SCREEN_GREETING1" and a key to different languages exists in the
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-translations, this will be automatically converted. This process is done
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-upon load though, so if the project in question has a dialog that allows
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-changing the language in the settings, the scenes (or at least the
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-settings scene) will have to be re-loaded for new text to have effect.
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+translations, this will be automatically converted.
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For code, the :ref:`Object.tr() <class_Object_tr>`
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function can be used. This will just look-up the text into the
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