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Add a way to get list of strings used in GUI nodes #3827

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KoBeWi opened this issue Jan 19, 2022 · 0 comments · Fixed by godotengine/godot#86222
Closed

Add a way to get list of strings used in GUI nodes #3827

KoBeWi opened this issue Jan 19, 2022 · 0 comments · Fixed by godotengine/godot#86222

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@KoBeWi
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KoBeWi commented Jan 19, 2022

Describe the project you are working on

A game with level editor that uses various UI nodes.

Describe the problem or limitation you are having in your project

I use FileDialog in my game and noticed that its texts are not translated (the game has localization support). Seems like the only way to have localized FileDialog is to look for any untranslated text and add it manually to your translation file. This is very error-prone, as some texts might be hidden in tooltips etc, so you can easily miss something.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

It would be nice to have some option to fetch a list of all strings used internally by GUI nodes. FileDialog, ConfirmationDialog, anything that has its own text, should all dump it somewhere, so the translators could access it and translate. Or even better - since all these texts are already translated in the editor, it would be useful to fetch these strings along with available translations for the selected languages.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Add an option somewhere "Extract GUI strings" or maybe they should be automatically included when generating POT file.

If this enhancement will not be used often, can it be worked around with a few lines of script?

Not really, but you can solve it by looking at untranslated strings 👀 and typing them manually

Is there a reason why this should be core and not an add-on in the asset library?

It's an important missing feature in otherwise great localization support.

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