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Merge pull request #1752 from Calinou/improve-internationalizing-games

Improve the "Internationalizing games" page
Nathan Lovato преди 6 години
родител
ревизия
dc102561bd

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tutorials/i18n/img/localization_dialog.png


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tutorials/i18n/img/localization_remaps.png


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tutorials/i18n/img/localized_name.png


+ 39 - 39
tutorials/i18n/internationalizing_games.rst

@@ -6,58 +6,57 @@ Internationalizing games
 Introduction
 ------------
 
-Sería excelente que el mundo hablara solo un idioma. Unfortunately for
-us developers, that is not the case. While not generally a big
-requirement when developing indie or niche games, it is also common
-that games going into a more massive market require localization.
-
-Godot offers many tools to make this process more straightforward, so
-this tutorial is more like a collection of tips and tricks.
+*Sería excelente que el mundo hablara solo un idioma.* Unfortunately for
+us developers, that is not the case. While indie or niche games usually
+do not need localization, games targeting a more massive market
+often require localization. Godot offers many tools to make this process
+more straightforward, so this tutorial is more like a collection of
+tips and tricks.
 
 Localization is usually done by specific studios hired for the job and,
 despite the huge amount of software and file formats available for this,
 the most common way to do localization to this day is still with
 spreadsheets. The process of creating the spreadsheets and importing
-them is already covered in the :ref:`doc_importing_translations` tutorial, so this
-one could be seen more like a follow up to that one.
+them is already covered in the :ref:`doc_importing_translations` tutorial,
+so this one could be seen more like a follow-up to that one.
 
 
-.. note:: We would be using the official 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 
+.. note:: We will be using the official demo as an example; you can
+          `download it from the Asset Library <https://godotengine.org/asset-library/asset/134>`_.
 
 Configuring the imported translation
 ------------------------------------
 
-The translations can get updated and re-imported when they change, but
-they still have to be added to the project. This is done in Project
-> Project Settings > Localization:
+Translations can get updated and re-imported when they change, but
+they still have to be added to the project. This is done in
+**Project → Project Settings → Localization**:
 
 .. image:: img/localization_dialog.png
 
-This dialog allows to add or remove translations project-wide.
+The above dialog is used to add or remove translations project-wide.
 
 Localizing resources
 --------------------
 
-It is also possible to instruct Godot to open alternative versions of
-assets (resources) depending on the current language. For this the
-"Remaps" tab exists:
+It is also possible to instruct Godot to use alternate versions of
+assets (resources) depending on the current language. The **Remaps** tab
+can be used for this:
 
 .. image:: img/localization_remaps.png
 
-Select the resource to be remapped, and the alternatives for each
+Select the resource to be remapped, then add some alternatives for each
 locale.
 
 Converting keys to text
 -----------------------
 
-Some controls such as :ref:`Button <class_Button>`, :ref:`Label <class_Label>`,
-etc. will automatically fetch a translation each time they are set a key
-instead of a text. For example, if a label is assigned
-"MAIN_SCREEN_GREETING1" and a key to different languages exists in the
-translations, this will be automatically converted.
+Some controls such as :ref:`Button <class_Button>` and :ref:`Label <class_Label>`
+will automatically fetch a translation if their text matches a translation key.
+For example, if a label's text is "MAIN_SCREEN_GREETING1" and that key exists
+in the current translation, then the text will be automatically translated.
 
-For code, the :ref:`Object.tr() <class_Object_tr>`
-function can be used. This will just look-up the text into the
+In code, the :ref:`Object.tr() <class_Object_tr>`
+function can be used. This will just look up the text in the
 translations and convert it if found:
 
 ::
@@ -69,39 +68,40 @@ Making controls resizable
 --------------------------
 
 The same text in different languages can vary greatly in length. For
-this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as having
-dynamically adjusted control sizes may help.
-:ref:`Container <class_Container>` can be useful, as well as the multiple options in
-:ref:`Label <class_Label>` for text wrapping.
+this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as
+dynamically adjusting control sizes may help.
+:ref:`Container <class_Container>` can be useful, as well as the text wrapping
+options available in :ref:`Label <class_Label>`.
 
 TranslationServer
 -----------------
 
-Godot has a server for handling the low level translation management
+Godot has a server handling low-level translation management
 called the :ref:`TranslationServer <class_TranslationServer>`.
-Translations can be added or removed during run-time, and the current
-language be changed too.
+Translations can be added or removed during run-time;
+the current language can also be changed at run-time.
 
 Command line
 ------------
 
-Language can be tested when running Godot from command line. For
-example, to test a game in french, the following arguments can be
+Language can be tested when running Godot from the command line.
+For example, to test a game in French, the following argument can be
 supplied:
 
 ::
 
-   c:\MyGame> godot -l fr
+   godot --language fr
 
 Translating the project name
 ----------------------------
 
 The project name becomes the app name when exporting to different
 operating systems and platforms. To specify the project name in more
-than one language, create a new setting application/name in the project
-settings dialog and append the locale identifier to it. For example:
+than one language, create a new setting ``application/name`` in the **Project
+Settings** and append the locale identifier to it.
+For instance, for Spanish, this would be ``application/name_es``:
 
 .. image:: img/localized_name.png
 
-As always, If you don't know the code of a language or zone, :ref:`check the
-list <doc_locales>`.
+If you are unsure about the language code to use, refer to the
+:ref:`list of locale codes <doc_locales>`.