mirror of
https://github.com/godotengine/godot.git
synced 2026-01-06 10:11:57 +03:00
Port code examples to C# (D)
Includes: * Decal * Dictionary * Directory * DisplayServer * DTLSServer * DynamicFont * EditorImportPlugin * EditorPlugin * EditorScenePostImport * EditorScript * EditorSettings * EditorTranslationParserPlugin * Engine * Expression Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
This commit is contained in:
@@ -9,45 +9,95 @@
|
||||
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.
|
||||
[codeblock]
|
||||
[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, 0)
|
||||
var split_strs = text.split(",", false)
|
||||
for s in split_strs:
|
||||
msgids.append(s)
|
||||
#print("Extracted string: " + s)
|
||||
|
||||
|
||||
func get_recognized_extensions():
|
||||
return ["csv"]
|
||||
[/codeblock]
|
||||
[/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]:
|
||||
[codeblock]
|
||||
[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", ""])
|
||||
[/codeblock]
|
||||
[/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 [File] type.
|
||||
For example:
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
func parse_file(path, msgids, msgids_context_plural):
|
||||
var res = ResourceLoader.load(path, "Script")
|
||||
var text = res.get_source_code()
|
||||
var text = res.source_code
|
||||
# Parsing logic.
|
||||
|
||||
|
||||
func get_recognized_extensions():
|
||||
return ["gd"]
|
||||
[/codeblock]
|
||||
[/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]
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
||||
Reference in New Issue
Block a user