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Add option to add built-in strings in the POT generation #86222
Add option to add built-in strings in the POT generation #86222
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Does this pave the way to godotengine/godot-proposals#7334? As I understand it, it should, but I'm asking to make sure nonetheless. |
@Calinou It's a first step. For, it just populates the POT, but the plan is to add translations to the PO files in the future. |
Generate POT is disabled when you have only built-in strings included (no scenes). Not sure how useful is that, but technically it could work. EDIT: |
@KoBeWi As stated above, this PR won't work until its sister PR is merged (godotengine/godot-editor-l10n#13). |
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Alright, I made an important change on how This change was made so they could work better with
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ETR won't work for formatted text. Auto-translation only has effect on exact strings. |
I'm aware, but that method has a flaw: it overrides the original string if the locale is not set to "en" at the start. That means if a control has a lot of other controls (e. g.
I see. I will update those them. |
I only used ATR for dynamic texts. It's basically the same as your |
Not really, the |
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@KoBeWi I've added more cases, give me a heads-up if I forgot anything else. |
This change is missing if you were to supersede my PR: btw ATR in constructor was a mistake. |
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Looks fine on GUI side.
Here's the proposal I was talking about: godotengine/godot-proposals#8897 |
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Would this also enable translating built in strings with CSV or is that not possible? |
@Kiisu-Master Built-in nodes should already be using translations when available. |
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Looks good overall, though I'm a bit confused about when we should use atr(ETR(...))
and when it should only be ETR(...)
.
void load_editor_translations(const String &p_locale); | ||
void load_doc_translations(const String &p_locale); | ||
void load_property_translations(const String &p_locale); | ||
void load_doc_translations(const String &p_locale); | ||
void load_extractable_translations(const String &p_locale); |
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This is starting to look like something that could be refactored in a single method, using an enum parameter to define whether it's editor, property, doc, or extractable.
But that can be for future rework.
@@ -689,7 +705,7 @@ void ColorPicker::_text_type_toggled() { | |||
text_type->set_icon(nullptr); | |||
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c_text->set_editable(true); | |||
c_text->set_tooltip_text(RTR("Enter a hex code (\"#ff0000\") or named color (\"red\").")); | |||
c_text->set_tooltip_text(ETR("Enter a hex code (\"#ff0000\") or named color (\"red\").")); |
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Is it intentional that some of the tooltips use atr(ETR())
and others just ETR()
?
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Tooltips obey auto translation, so if they are a static string, they don't need atr()
. However, if the string has a dynamic component, it needs to be translated directly.
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Thanks! |
Adds 'extractable' strings after #86222.
This PR adds the option to add the built-in strings that can appear inside user projects (such as
FileDialog
node and the menu fromLineEdit
) into the POT generation. This is made possible with the newETR/ETRN()
functions, which from now on should be used on those occasions. Here's the sister PR on the "l10n" repo: godotengine/godot-editor-l10n#13As a bonus, this PR also makes so that the POT generator stops putting location comments into strings that don't have one.
Bugsquad edit: Closes godotengine/godot-proposals#3827 Supersedes #81180
Production edit: Closes godotengine/godot-roadmap#33