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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="EditorTranslationParserPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
- </brief_description>
- <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 [method _parse_file] method in script.
- Add the extracted strings to argument [code]msgids[/code] or [code]msgids_context_plural[/code] if context or plural is used.
- When adding to [code]msgids_context_plural[/code], you must add the data using the format [code]["A", "B", "C"][/code], where [code]A[/code] represents the extracted string, [code]B[/code] represents the context, and [code]C[/code] represents the plural version of the extracted string. If you want to add only context but not plural, put [code]""[/code] for the plural slot. The idea is the same if you only want to add plural but not context. See the code below for concrete examples.
- 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.
- [codeblocks]
- [gdscript]
- tool
- extends EditorTranslationParserPlugin
- func _parse_file(path, msgids, msgids_context_plural):
- var file = File.new()
- file.open(path, File.READ)
- var text = file.get_as_text()
- var split_strs = text.split(",", false)
- for s in split_strs:
- msgids.append(s)
- #print("Extracted string: " + s)
- func _get_recognized_extensions():
- return ["csv"]
- [/gdscript]
- [csharp]
- using Godot;
- using System;
- [Tool]
- public class CustomParser : EditorTranslationParserPlugin
- {
- public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural)
- {
- var file = new File();
- file.Open(path, File.ModeFlags.Read);
- string text = file.GetAsText();
- string[] splitStrs = text.Split(",", false);
- foreach (var s in splitStrs)
- {
- msgids.Add(s);
- //GD.Print("Extracted string: " + s)
- }
- }
- public override Godot.Collections.Array GetRecognizedExtensions()
- {
- return new Godot.Collections.Array{"csv"};
- }
- }
- [/csharp]
- [/codeblocks]
- To add a translatable string associated with context or plural, add it to [code]msgids_context_plural[/code]:
- [codeblocks]
- [gdscript]
- # This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals".
- msgids_context_plural.append(["Test 1", "context", "test 1 plurals"])
- # This will add a message with msgid "A test without context" and msgid_plural "plurals".
- msgids_context_plural.append(["A test without context", "", "plurals"])
- # This will add a message with msgid "Only with context" and msgctxt "a friendly context".
- msgids_context_plural.append(["Only with context", "a friendly context", ""])
- [/gdscript]
- [csharp]
- // This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals".
- msgidsContextPlural.Add(new Godot.Collections.Array{"Test 1", "context", "test 1 Plurals"});
- // This will add a message with msgid "A test without context" and msgid_plural "plurals".
- msgidsContextPlural.Add(new Godot.Collections.Array{"A test without context", "", "plurals"});
- // This will add a message with msgid "Only with context" and msgctxt "a friendly context".
- msgidsContextPlural.Add(new Godot.Collections.Array{"Only with context", "a friendly context", ""});
- [/csharp]
- [/codeblocks]
- [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [FileAccess] type.
- For example:
- [codeblocks]
- [gdscript]
- func _parse_file(path, msgids, msgids_context_plural):
- var res = ResourceLoader.load(path, "Script")
- var text = res.source_code
- # Parsing logic.
- func _get_recognized_extensions():
- return ["gd"]
- [/gdscript]
- [csharp]
- public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural)
- {
- var res = ResourceLoader.Load<Script>(path, "Script");
- string text = res.SourceCode;
- // Parsing logic.
- }
- public override Godot.Collections.Array GetRecognizedExtensions()
- {
- return new Godot.Collections.Array{"gd"};
- }
- [/csharp]
- [/codeblocks]
- To use [EditorTranslationParserPlugin], register it using the [method EditorPlugin.add_translation_parser_plugin] method first.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="_get_recognized_extensions" qualifiers="virtual const">
- <return type="PackedStringArray" />
- <description>
- Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code].
- </description>
- </method>
- <method name="_parse_file" qualifiers="virtual">
- <return type="void" />
- <param index="0" name="path" type="String" />
- <param index="1" name="msgids" type="String[]" />
- <param index="2" name="msgids_context_plural" type="Array[]" />
- <description>
- Override this method to define a custom parsing logic to extract the translatable strings.
- </description>
- </method>
- </methods>
- </class>
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