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@@ -31,86 +31,16 @@ each string. This allows you to revise the text while it is being
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translated to other languages. The unique ID can be a number, a string,
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or a string with a number (it's just a unique string anyway).
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-.. note:: If you need a more powerful file format, Godot also supports
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- loading translations written in the gettext ``.po`` format. See
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- :ref:`doc_localization_using_gettext` for details.
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-
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-Translation format
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-------------------
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+Supported formats
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+-----------------
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To complete the picture and allow efficient support for translations,
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Godot has a special importer that can read CSV files. Most spreadsheet
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-editors can export to this format, so the only requirement is that the files
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-have a special arrangement. The CSV files **must** be saved with UTF-8 encoding
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-without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`__.
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-
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-CSV files must be formatted as follows:
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-
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-+--------+----------+----------+----------+
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-| keys | <lang1> | <lang2> | <langN> |
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-+========+==========+==========+==========+
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-| KEY1 | string | string | string |
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-+--------+----------+----------+----------+
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-| KEY2 | string | string | string |
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-+--------+----------+----------+----------+
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-| KEYN | string | string | string |
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-+--------+----------+----------+----------+
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-
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-The "lang" tags must represent a language, which must be one of the :ref:`valid
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-locales <doc_locales>` supported by the engine, or they must start with an underscore (`_`),
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-which means the related column is served as comment and won't be imported.
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-The "KEY" tags must be unique and represent a string universally (they are usually in
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-uppercase, to differentiate from other strings). These keys will be replaced at
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-runtime by the matching translated string. Note that the case is important,
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-"KEY1" and "Key1" will be different keys.
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-The top-left cell is ignored and can be left empty or having any content.
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-Here's an example:
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-
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-+-------+-----------------------+------------------------+------------------------------+
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-| keys | en | es | ja |
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-+=======+=======================+========================+==============================+
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-| GREET | Hello, friend! | Hola, amigo! | こんにちは |
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-+-------+-----------------------+------------------------+------------------------------+
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-| ASK | How are you? | Cómo está? | 元気ですか |
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-+-------+-----------------------+------------------------+------------------------------+
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-| BYE | Goodbye | Adiós | さようなら |
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-+-------+-----------------------+------------------------+------------------------------+
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-| QUOTE | "Hello" said the man. | "Hola" dijo el hombre. | 「こんにちは」男は言いました |
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-+-------+-----------------------+------------------------+------------------------------+
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-
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-The same example is shown below as a comma-separated plain text file,
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-which should be the result of editing the above in a spreadsheet.
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-When editing the plain text version, be sure to enclose with double
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-quotes any message that contains commas, line breaks or double quotes,
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-so that commas are not parsed as delimiters, line breaks don't create new
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-entries and double quotes are not parsed as enclosing characters. Be sure
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-to escape any double quotes a message may contain by preceding them with
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-another double quote. Alternatively, you can select another delimiter than
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-comma in the import options.
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-
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-.. code-block:: none
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-
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- keys,en,es,ja
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- GREET,"Hello, friend!","Hola, amigo!",こんにちは
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- ASK,How are you?,Cómo está?,元気ですか
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- BYE,Goodbye,Adiós,さようなら
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- QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました
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-
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-CSV importer
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-------------
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-
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-Godot will treat CSV files as translations by default. It will import them
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-and generate one or more compressed translation resource files next to it.
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-
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-Importing will also add the translation to the list of
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-translations to load when the game runs, specified in project.godot (or the
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-project settings). Godot allows loading and removing translations at
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-runtime as well.
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-
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-Select the ``.csv`` file and access the **Import** dock to define import
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-options. You can toggle the compression of the imported translations, and
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-select the delimiter to use when parsing the CSV file.
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-
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-.. image:: img/import_csv.webp
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-
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-Be sure to click **Reimport** after any change to these options.
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+editors can export to this format, so the only requirement is that the
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+files have a special arrangement. See
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+:ref:`doc_localization_using_spreadsheets` for detailed info on
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+formatting and importing CSVs.
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+
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+If you need a more powerful file format, Godot also supports loading
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+translations written in the gettext ``.po`` format. See
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+:ref:`doc_localization_using_gettext` for details.
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