Mention that binary .mo is now supported in Localization using gettext

This commit is contained in:
Hugo Locurcio
2022-03-22 12:53:03 +01:00
parent 0d2fe64558
commit e2a065fc10

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@@ -5,7 +5,7 @@ Localization using gettext
In addition to :ref:`doc_importing_translations` in CSV format, Godot
also supports loading translation files written in the GNU gettext
(``.po``) format.
format (text-based ``.po`` and compiled ``.mo`` since Godot 3.5).
.. 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>`_.
@@ -31,9 +31,8 @@ Disadvantages
- gettext is a more complex format than CSV and can be harder to grasp for
people new to software localization.
- People who maintain localization files will have to install gettext tools
on their system. However, as Godot doesn't use compiled message object files
(``.mo``), translators can test their work without having to install
gettext tools.
on their system. However, as Godot supports using text-based message files
(``.po``), translators can test their work without having to install gettext tools.
Caveats
-------
@@ -144,7 +143,7 @@ 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`` file
In **Translations**, click **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.
@@ -189,3 +188,31 @@ the command below:
If there are syntax errors or warnings, they will be displayed in the console.
Otherwise, ``msgfmt`` won't output anything.
Using binary MO files (useful for large projects only)
------------------------------------------------------
For large projects with several thousands of strings to translate or more,
it can be worth it to use binary (compiled) MO message files instead of text-based
PO files. Binary MO files are smaller and faster to read than the equivalent
PO files.
You can generate a MO file with the command below:
.. code-block:: shell
msgfmt fr.po --no-hash -o fr.mo
If the PO file is valid, this command will create a ``fr.mo`` file besides
the PO file. This MO file can then be loaded in Godot as described below.
The original PO file should be kept in version control so you can update
your translation in the future. In case you lose the original PO file and
wish to decompile a MO file into a text-based PO file, you can do so with:
.. code-block:: shell
msgunfmt fr.mo > fr.po
The decompiled file will not include comments or fuzzy strings, as these are
never compiled in the MO file in the first place.