update localization pages and images

This commit is contained in:
Hana - Piralein
2025-12-17 13:14:29 +01:00
parent 8cfed8c89a
commit 8dcf9c472b
14 changed files with 33 additions and 33 deletions

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@@ -29,9 +29,9 @@ Configuring the imported translation
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**:
:menu:`Project > Project Settings > Localization > Translations`:
.. image:: img/localization_dialog.png
.. image:: img/localization_dialog.webp
The above dialog is used to add or remove translations project-wide.
@@ -42,9 +42,9 @@ It is also possible to instruct Godot to use alternate versions of
assets (resources) depending on the current language. This can be used for
localized images such as in-game billboards or localized voices.
The **Remaps** tab can be used for this:
The :ui:`Remaps` tab can be used for this:
.. image:: img/localization_remaps.png
.. image:: img/localization_remaps.webp
Select the resource to be remapped then add some alternatives for each locale.
@@ -66,7 +66,7 @@ It is recommended to default to the user's preferred language which can be
obtained via :ref:`OS.get_locale_language() <class_OS_method_get_locale_language>`.
If your game is not available in that language, it will fall back to the
:ref:`Fallback <class_ProjectSettings_property_internationalization/locale/fallback>`
in **Project Settings > Internationalization > Locale**, or to ``en`` if empty.
in :menu:`Project > Project Settings > General > Internationalization > Locale`, or to ``en`` if empty.
Nevertheless, letting players change the language in game is recommended for
various reasons (e.g. translation quality or player preference).
@@ -119,8 +119,8 @@ in the current translation, then the text will automatically be translated.
This automatic translation behavior may be undesirable in certain cases. For
instance, when using a Label to display a player's name, you most likely don't
want the player's name to be translated if it matches a translation key. To
disable automatic translation on a specific node, disable **Localization > Auto
Translate** in the inspector.
disable automatic translation on a specific node, set the :ui:`Auto Translate > Mode`
to ``Disabled`` in the inspector.
In code, the :ref:`Object.tr() <class_Object_method_tr>` function can be used.
This will just look up the text in the translations and convert it if found:
@@ -337,9 +337,9 @@ word and line breaking require more than rules over character sequences.
Godot includes ICU rule and dictionary-based break iterator data, but this data
is not included in exported projects by default.
To include it, go to **Project Project Settings**, enable
**Internationalization → Locale → Include Text Server Data**,
then export the project. Break iterator data is about 4 MB in size.
To include it, go to :menu:`Project > Project Settings > General > Internationalization > Locale`
and enable :ui:`Include Text Server Data`, then export the project.
Break iterator data is about 4 MB in size.
Structured text BiDi override
-----------------------------
@@ -380,8 +380,8 @@ Testing translations
You may want to test a project's translation before releasing it. Godot provides three ways
to do this.
First, in the Project Settings, under :menu:`Internationalization > Locale`
(with advanced settings enabled), there is a **Test** property. Set this property
Under :menu:`Project > Project Settings > General > Internationalization > Locale`
(with advanced settings enabled) is a :ui:`Test` property. Set this property
to the locale code of the language you want to test. Godot will run the project
with that locale when the project is run (either from the editor or when exported).
@@ -411,12 +411,12 @@ 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 go to **Project > Project Settings> Application >
Config**. From here click on the button that says ``Localizable String
(Size 0)``. Now there should be a button below that which says ``Add
Translation``. Click on that and it will take you to a page where you
can choose the language (and country if needed) for your project name
translation. After doing that you can now type in the localized name.
than one language go to :menu:`Project > Project Settings > General > Application >
Config`. From here click on the :button:`Localizable String (Size 0)` button,
then the :button:`Add Translation` button.
It will take you to a page where you can choose the language
(and country if needed) for your project name translation.
After doing that you can now type in the localized name.
.. image:: img/localized_name.webp

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@@ -6,7 +6,7 @@ Localization using gettext (PO files)
In addition to importing translations in
:ref:`CSV format <doc_localization_using_spreadsheets>`, Godot also
supports loading translation files written in the GNU gettext format
(text-based ``.po`` and compiled ``.mo`` since Godot 4.0).
(text-based ``.po`` and compiled ``.mo``).
.. note:: For an introduction to gettext, check out
`A Quick Gettext Tutorial <https://www.labri.fr/perso/fleury/posts/programming/a-quick-gettext-tutorial.html>`_.
@@ -69,23 +69,23 @@ Creating the PO template
Automatic generation using the editor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since Godot 4.0, the editor can generate a PO template automatically from
The editor can generate a PO template automatically from
specified scene and GDScript files. This POT generation also supports translation
contexts and pluralization if used in a script, with the optional second
argument of ``tr()`` and the ``tr_n()`` method.
Open the Project Settings' **Localization > POT Generation** tab, then use the
**Add…** button to specify the path to your project's scenes and scripts that
Open :menu:`Project > Project Settings > Localization > Template Generation`, then use the
:button:`Add…` button to specify the path to your project's scenes and scripts that
contain localizable strings:
.. figure:: img/localization_using_gettext_pot_generation.webp
:align: center
:alt: Creating a PO template in the Localization > POT Generation tab of the Project Settings
:alt: Creating a PO template in the Localization > Template Generation tab of the Project Settings
Creating a PO template in the **Localization > POT Generation** tab of the Project Settings
Creating a PO template in the :menu:`Localization > Template Generation` tab of the :ui:`Project Settings`
After adding at least one scene or script, click **Generate POT** in the
top-right corner, then specify the path to the output file. This file can be
After adding at least one scene or script, click :button:`Generate` in the
top-right corner, then specify the path to the output file with a ``pot`` file extension. This file can be
placed anywhere in the project directory, but it's recommended to keep it in a
subdirectory such as ``locale``, as each locale will be defined in its own file.
@@ -111,7 +111,7 @@ in the project directory, but it's recommended to keep it in a subdirectory, as
each locale will be defined in its own file.
Create a directory named ``locale`` in the project directory. In this directory,
save a file named ``messages.pot`` with the following contents:
save a file named ``messages.pot`` with the following content:
::
@@ -166,8 +166,8 @@ Loading a messages file in Godot
--------------------------------
To register a messages file as a translation in a project, open the
**Project Settings**, then go to the **Localization** tab.
In **Translations**, click **Add…** then choose the ``.po`` or ``.mo`` file
:ui:`Project Settings`, then go to :menu:`Localization > Translations`,
click :button:`Add…` then choose the ``.po`` or ``.mo`` file
in the file dialog. The locale will be inferred from the
``"Language: <code>\n"`` property in the messages file.

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@@ -137,13 +137,13 @@ translations to load when the game runs, specified in project.godot (or the
project settings). Godot allows loading and removing translations at
runtime as well.
Select the ``.csv`` file and access the **Import** dock to define import
Select the ``.csv`` file and access the :ui:`Import` dock to define import
options. You can toggle the compression of the imported translations, and
select the delimiter to use when parsing the CSV file.
.. image:: img/import_csv.webp
Be sure to click **Reimport** after any change to these options.
Be sure to click :button:`Reimport` after any change to these options.
Loading the CSV file as a translation
-------------------------------------

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@@ -25,8 +25,8 @@ Enabling and configuring pseudolocalization
Enabling pseudolocalization and the configurations related to it is as simple as
toggling a checkbox in the project settings. These settings can be found in
**Project Project Settings General Internationalization Pseudolocalization**
after enabling the **Advanced** toggle in the project settings dialog:
:menu:`Project > Project Settings > General > Internationalization > Pseudolocalization`
after enabling the :button:`Advanced` toggle in the project settings dialog:
.. image:: img/pseudolocalization_settings.webp