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 Translations can get updated and re-imported when they change, but
they still have to be added to the project. This is done in 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. 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 assets (resources) depending on the current language. This can be used for
localized images such as in-game billboards or localized voices. 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. 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>`. 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 If your game is not available in that language, it will fall back to the
:ref:`Fallback <class_ProjectSettings_property_internationalization/locale/fallback>` :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 Nevertheless, letting players change the language in game is recommended for
various reasons (e.g. translation quality or player preference). 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 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 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 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 disable automatic translation on a specific node, set the :ui:`Auto Translate > Mode`
Translate** in the inspector. to ``Disabled`` in the inspector.
In code, the :ref:`Object.tr() <class_Object_method_tr>` function can be used. 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: 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 Godot includes ICU rule and dictionary-based break iterator data, but this data
is not included in exported projects by default. is not included in exported projects by default.
To include it, go to **Project Project Settings**, enable To include it, go to :menu:`Project > Project Settings > General > Internationalization > Locale`
**Internationalization → Locale → Include Text Server Data**, and enable :ui:`Include Text Server Data`, then export the project.
then export the project. Break iterator data is about 4 MB in size. Break iterator data is about 4 MB in size.
Structured text BiDi override 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 You may want to test a project's translation before releasing it. Godot provides three ways
to do this. to do this.
First, in the Project Settings, under :menu:`Internationalization > Locale` Under :menu:`Project > Project Settings > General > Internationalization > Locale`
(with advanced settings enabled), there is a **Test** property. Set this property (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 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). 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 The project name becomes the app name when exporting to different
operating systems and platforms. To specify the project name in more operating systems and platforms. To specify the project name in more
than one language go to **Project > Project Settings> Application > than one language go to :menu:`Project > Project Settings > General > Application >
Config**. From here click on the button that says ``Localizable String Config`. From here click on the :button:`Localizable String (Size 0)` button,
(Size 0)``. Now there should be a button below that which says ``Add then the :button:`Add Translation` button.
Translation``. Click on that and it will take you to a page where you It will take you to a page where you can choose the language
can choose the language (and country if needed) for your project name (and country if needed) for your project name translation.
translation. After doing that you can now type in the localized name. After doing that you can now type in the localized name.
.. image:: img/localized_name.webp .. image:: img/localized_name.webp

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@@ -6,7 +6,7 @@ Localization using gettext (PO files)
In addition to importing translations in In addition to importing translations in
:ref:`CSV format <doc_localization_using_spreadsheets>`, Godot also :ref:`CSV format <doc_localization_using_spreadsheets>`, Godot also
supports loading translation files written in the GNU gettext format 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 .. 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>`_. `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 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 specified scene and GDScript files. This POT generation also supports translation
contexts and pluralization if used in a script, with the optional second contexts and pluralization if used in a script, with the optional second
argument of ``tr()`` and the ``tr_n()`` method. argument of ``tr()`` and the ``tr_n()`` method.
Open the Project Settings' **Localization > POT Generation** tab, then use the Open :menu:`Project > Project Settings > Localization > Template Generation`, then use the
**Add…** button to specify the path to your project's scenes and scripts that :button:`Add…` button to specify the path to your project's scenes and scripts that
contain localizable strings: contain localizable strings:
.. figure:: img/localization_using_gettext_pot_generation.webp .. figure:: img/localization_using_gettext_pot_generation.webp
:align: center :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 After adding at least one scene or script, click :button:`Generate` in the
top-right corner, then specify the path to the output file. This file can be 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 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. 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. each locale will be defined in its own file.
Create a directory named ``locale`` in the project directory. In this directory, 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 To register a messages file as a translation in a project, open the
**Project Settings**, then go to the **Localization** tab. :ui:`Project Settings`, then go to :menu:`Localization > Translations`,
In **Translations**, click **Add…** then choose the ``.po`` or ``.mo`` file click :button:`Add…` then choose the ``.po`` or ``.mo`` file
in the file dialog. The locale will be inferred from the in the file dialog. The locale will be inferred from the
``"Language: <code>\n"`` property in the messages file. ``"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 project settings). Godot allows loading and removing translations at
runtime as well. 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 options. You can toggle the compression of the imported translations, and
select the delimiter to use when parsing the CSV file. select the delimiter to use when parsing the CSV file.
.. image:: img/import_csv.webp .. 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 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 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 toggling a checkbox in the project settings. These settings can be found in
**Project Project Settings General Internationalization Pseudolocalization** :menu:`Project > Project Settings > General > Internationalization > Pseudolocalization`
after enabling the **Advanced** toggle in the project settings dialog: after enabling the :button:`Advanced` toggle in the project settings dialog:
.. image:: img/pseudolocalization_settings.webp .. image:: img/pseudolocalization_settings.webp