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- .. _doc_importing_translations:
- Importing translations
- ======================
- Games and internationalization
- ------------------------------
- The gaming community isn't monolingual or monocultural. It's made up of
- many different languages and cultures - just like the Godot community!
- If you want to allow players to experience your game in their language,
- one of things you'll need to provide is text translations, which Godot
- supports via internationalized text.
- In regular desktop or mobile applications, internationalized text is
- usually located in resource files (or .po files for GNU stuff). Games,
- however, can use several orders of magnitude more text than
- applications, so they must support efficient methods for dealing with
- loads of multilingual text.
- There are two approaches to generate multilingual language games and
- applications. Both are based on a key:value system. The first is to use
- one of the languages as the key (usually English), the second is to use a
- specific identifier. The first approach is probably easier for
- development if a game is released first in English, later in other
- languages, but a complete nightmare if working with many languages at
- the same time.
- In general, games use the second approach and a unique ID is used for
- each string. This allows you to revise the text while it is being
- translated to other languages. The unique ID can be a number, a string,
- or a string with a number (it's just a unique string anyway).
- .. note:: If you need a more powerful file format, Godot also supports
- loading translations written in the gettext ``.po`` format. See
- :ref:`doc_localization_using_gettext` for details.
- Translation format
- ------------------
- To complete the picture and allow efficient support for translations,
- Godot has a special importer that can read CSV files. Most spreadsheet
- editors can export to this format, so the only requirement is that the files
- have a special arrangement. The CSV files **must** be saved with UTF-8 encoding
- without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`__.
- CSV files must be formatted as follows:
- +--------+----------+----------+----------+
- | keys | <lang1> | <lang2> | <langN> |
- +========+==========+==========+==========+
- | KEY1 | string | string | string |
- +--------+----------+----------+----------+
- | KEY2 | string | string | string |
- +--------+----------+----------+----------+
- | KEYN | string | string | string |
- +--------+----------+----------+----------+
- The "lang" tags must represent a language, which must be one of the :ref:`valid
- locales <doc_locales>` supported by the engine, or they must start with an underscore (`_`),
- which means the related column is served as comment and won't be imported.
- The "KEY" tags must be unique and represent a string universally (they are usually in
- uppercase, to differentiate from other strings). These keys will be replaced at
- runtime by the matching translated string. Note that the case is important,
- "KEY1" and "Key1" will be different keys.
- The top-left cell is ignored and can be left empty or having any content.
- Here's an example:
- +-------+-----------------------+------------------------+------------------------------+
- | keys | en | es | ja |
- +=======+=======================+========================+==============================+
- | GREET | Hello, friend! | Hola, amigo! | こんにちは |
- +-------+-----------------------+------------------------+------------------------------+
- | ASK | How are you? | Cómo está? | 元気ですか |
- +-------+-----------------------+------------------------+------------------------------+
- | BYE | Goodbye | Adiós | さようなら |
- +-------+-----------------------+------------------------+------------------------------+
- | QUOTE | "Hello" said the man. | "Hola" dijo el hombre. | 「こんにちは」男は言いました |
- +-------+-----------------------+------------------------+------------------------------+
- The same example is shown below as a comma-separated plain text file,
- which should be the result of editing the above in a spreadsheet.
- When editing the plain text version, be sure to enclose with double
- quotes any message that contains commas, line breaks or double quotes,
- so that commas are not parsed as delimiters, line breaks don't create new
- entries and double quotes are not parsed as enclosing characters. Be sure
- to escape any double quotes a message may contain by preceding them with
- another double quote. Alternatively, you can select another delimiter than
- comma in the import options.
- .. code-block:: none
- keys,en,es,ja
- GREET,"Hello, friend!","Hola, amigo!",こんにちは
- ASK,How are you?,Cómo está?,元気ですか
- BYE,Goodbye,Adiós,さようなら
- QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました
- CSV importer
- ------------
- Godot will treat CSV files as translations by default. It will import them
- and generate one or more compressed translation resource files next to it.
- Importing will also add the translation to the list of
- translations to load when the game runs, specified in project.godot (or the
- project settings). Godot allows loading and removing translations at
- runtime as well.
- Select the ``.csv`` file and access the **Import** dock to define import
- options. You can toggle the compression of the imported translations, and
- select the delimiter to use when parsing the CSV file.
- .. image:: img/import_csv.png
- Be sure to click **Reimport** after any change to these options.
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