:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorTranslationParserPlugin.xml. .. _class_EditorTranslationParserPlugin: EditorTranslationParserPlugin ============================= **Inherits:** :ref:`RefCounted` **<** :ref:`Object` Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.). .. rst-class:: classref-introduction-group Description ----------- **EditorTranslationParserPlugin** is invoked when a file is being parsed to extract strings that require translation. To define the parsing and string extraction logic, override the :ref:`_parse_file()` method in script. The return value should be an :ref:`Array` of :ref:`PackedStringArray`\ s, one for each extracted translatable string. Each entry should contain ``[msgid, msgctxt, msgid_plural, comment]``, where all except ``msgid`` are optional. Empty strings will be ignored. The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu. Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT. .. tabs:: .. code-tab:: gdscript @tool extends EditorTranslationParserPlugin func _parse_file(path): var ret: Array[PackedStringArray] = [] var file = FileAccess.open(path, FileAccess.READ) var text = file.get_as_text() var split_strs = text.split(",", false) for s in split_strs: ret.append(PackedStringArray([s])) #print("Extracted string: " + s) return ret func _get_recognized_extensions(): return ["csv"] .. code-tab:: csharp using Godot; [Tool] public partial class CustomParser : EditorTranslationParserPlugin { public override Godot.Collections.Array _ParseFile(string path) { Godot.Collections.Array ret; using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read); string text = file.GetAsText(); string[] splitStrs = text.Split(",", allowEmpty: false); foreach (string s in splitStrs) { ret.Add([s]); //GD.Print($"Extracted string: {s}"); } return ret; } public override string[] _GetRecognizedExtensions() { return ["csv"]; } } To add a translatable string associated with a context, plural, or comment: .. tabs:: .. code-tab:: gdscript # This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", and comment "test 1 comment". ret.append(PackedStringArray(["Test 1", "context", "test 1 plurals", "test 1 comment"])) # This will add a message with msgid "A test without context" and msgid_plural "plurals". ret.append(PackedStringArray(["A test without context", "", "plurals"])) # This will add a message with msgid "Only with context" and msgctxt "a friendly context". ret.append(PackedStringArray(["Only with context", "a friendly context"])) .. code-tab:: csharp // This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", and comment "test 1 comment". ret.Add(["Test 1", "context", "test 1 plurals", "test 1 comment"]); // This will add a message with msgid "A test without context" and msgid_plural "plurals". ret.Add(["A test without context", "", "plurals"]); // This will add a message with msgid "Only with context" and msgctxt "a friendly context". ret.Add(["Only with context", "a friendly context"]); \ **Note:** If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the ``path`` argument using :ref:`ResourceLoader.load()`. This is because built-in scripts are loaded as :ref:`Resource` type, not :ref:`FileAccess` type. For example: .. tabs:: .. code-tab:: gdscript func _parse_file(path): var res = ResourceLoader.load(path, "Script") var text = res.source_code # Parsing logic. func _get_recognized_extensions(): return ["gd"] .. code-tab:: csharp public override Godot.Collections.Array _ParseFile(string path) { var res = ResourceLoader.Load