123 lines
5.8 KiB
Text
123 lines
5.8 KiB
Text
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.. _doc_importing_translations:
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Importing translations
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======================
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Games and internationalization
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------------------------------
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The world is full of different languages and cultures, so nowadays games
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are released in several languages. To handle this, internationalized text
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must be supported in any modern game engine.
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In regular desktop or mobile applications, internationalized text is
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usually located in resource files (or .po files for GNU stuff). Games,
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however, can use several orders of magnitude more text than
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applications, so they must support efficient methods for dealing with
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loads of multilingual text.
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There are two approaches to generate multilingual language games and
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applications. Both are based on a key:value system. The first is to use
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one of the languages as the key (usually English), the second is to use a
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specific identifier. The first approach is probably easier for
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development if a game is released first in English, later in other
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languages, but a complete nightmare if working with many languages at
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the same time.
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In general, games use the second approach and a unique ID is used for
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each string. This allows you to revise the text while it is being
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translated to other languages. The unique ID can be a number, a string,
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or a string with a number (it's just a unique string anyway).
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.. note:: If you need a more powerful file format, Godot also supports
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loading translations written in the gettext ``.po`` format. See
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:ref:`doc_localization_using_gettext` for details.
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Translation format
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------------------
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To complete the picture and allow efficient support for translations,
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Godot has a special importer that can read CSV files. Most spreadsheet
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editors can export to this format, so the only requirement is that the files
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have a special arrangement. The CSV files **must** be saved with UTF-8 encoding
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without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`__.
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.. warning::
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By default, Microsoft Excel will always save CSV files with ANSI encoding
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rather than UTF-8. There is no built-in way to do this, but there are
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workarounds as described
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`here <https://stackoverflow.com/questions/4221176/excel-to-csv-with-utf8-encoding>`__.
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We recommend using `LibreOffice <https://www.libreoffice.org/>`__ or Google Sheets instead.
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CSV files must be formatted as follows:
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+--------+----------+----------+----------+
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| keys | <lang1> | <lang2> | <langN> |
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+========+==========+==========+==========+
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| KEY1 | string | string | string |
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+--------+----------+----------+----------+
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| KEY2 | string | string | string |
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+--------+----------+----------+----------+
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| KEYN | string | string | string |
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+--------+----------+----------+----------+
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The "lang" tags must represent a language, which must be one of the :ref:`valid
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locales <doc_locales>` supported by the engine. The "KEY" tags must be
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unique and represent a string universally (they are usually in
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uppercase, to differentiate from other strings). These keys will be replaced at
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runtime by the matching translated string. Note that the case is important,
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"KEY1" and "Key1" will be different keys.
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The top-left cell is ignored and can be left empty or having any content.
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Here's an example:
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+-------+-----------------------+------------------------+------------------------------+
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| keys | en | es | ja |
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+=======+=======================+========================+==============================+
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| GREET | Hello, friend! | Hola, amigo! | こんにちは |
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+-------+-----------------------+------------------------+------------------------------+
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| ASK | How are you? | Cómo está? | 元気ですか |
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+-------+-----------------------+------------------------+------------------------------+
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| BYE | Goodbye | Adiós | さようなら |
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+-------+-----------------------+------------------------+------------------------------+
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| QUOTE | "Hello" said the man. | "Hola" dijo el hombre. | 「こんにちは」男は言いました |
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+-------+-----------------------+------------------------+------------------------------+
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The same example is shown below as a comma-separated plain text file,
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which should be the result of editing the above in a spreadsheet.
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When editing the plain text version, be sure to enclose with double
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quotes any message that contains commas, line breaks or double quotes,
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so that commas are not parsed as delimiters, line breaks don't create new
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entries and double quotes are not parsed as enclosing characters. Be sure
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to escape any double quotes a message may contain by preceding them with
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another double quote. Alternatively, you can select another delimiter than
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comma in the import options.
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.. code-block:: none
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keys,en,es,ja
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GREET,"Hello, friend!","Hola, amigo!",こんにちは
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ASK,How are you?,Cómo está?,元気ですか
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BYE,Goodbye,Adiós,さようなら
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QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました
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CSV importer
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------------
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Godot will treat CSV files as translations by default. It will import them
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and generate one or more compressed translation resource files next to it.
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Importing will also add the translation to the list of
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translations to load when the game runs, specified in project.godot (or the
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project settings). Godot allows loading and removing translations at
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runtime as well.
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Select the ``.csv`` file and access the **Import** dock to define import
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options. You can toggle the compression of the imported translations, and
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select the delimiter to use when parsing the CSV file.
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.. image:: img/import_csv.png
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Be sure to click **Reimport** after any change to these options.
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