godot/doc/classes/EditorTranslationParserPlugin.xml
HaSa1002 8fb113bb4c 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>
2020-11-01 09:05:17 +01:00

129 lines
5.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorTranslationParserPlugin" inherits="Reference" version="4.0">
<brief_description>
Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
</brief_description>
<description>
Plugins are registered via [method EditorPlugin.add_translation_parser_plugin] method. To define the parsing and string extraction logic, override the [method parse_file] method in script.
Add the extracted strings to argument [code]msgids[/code] or [code]msgids_context_plural[/code] if context or plural is used.
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.
[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)
for s in split_strs:
msgids.append(s)
#print("Extracted string: " + s)
func get_recognized_extensions():
return ["csv"]
[/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]:
[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", ""])
[/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:
[codeblocks]
[gdscript]
func parse_file(path, msgids, msgids_context_plural):
var res = ResourceLoader.load(path, "Script")
var text = res.source_code
# Parsing logic.
func get_recognized_extensions():
return ["gd"]
[/gdscript]
[csharp]
public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural)
{
var res = ResourceLoader.Load&lt;Script&gt;(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>
<methods>
<method name="get_recognized_extensions" qualifiers="virtual">
<return type="Array">
</return>
<description>
Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code].
</description>
</method>
<method name="parse_file" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="path" type="String">
</argument>
<argument index="1" name="msgids" type="Array">
</argument>
<argument index="2" name="msgids_context_plural" type="Array">
</argument>
<description>
Override this method to define a custom parsing logic to extract the translatable strings.
</description>
</method>
</methods>
<constants>
</constants>
</class>