internationalizing_games.rst 14 KB

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  1. .. _doc_internationalizing_games:
  2. Internationalizing games
  3. ========================
  4. Introduction
  5. ------------
  6. While indie or niche games usually
  7. do not need localization, games targeting a more massive market
  8. often require localization. Godot offers many tools to make this process
  9. more straightforward, so this tutorial is more like a collection of
  10. tips and tricks.
  11. Localization is usually done by specific studios hired for the job. Despite the
  12. huge amount of software and file formats available for this, the most common way
  13. to do localization to this day is still with spreadsheets. The process of
  14. creating the spreadsheets and importing them is already covered in the
  15. :ref:`doc_importing_translations` tutorial. If you haven't read the Importing
  16. translations page before, we recommend you give it a read before reading this
  17. page.
  18. .. note:: We will be using the official demo as an example; you can
  19. `download it from the Asset Library <https://godotengine.org/asset-library/asset/2776>`_.
  20. Configuring the imported translation
  21. ------------------------------------
  22. Translations can get updated and re-imported when they change, but
  23. they still have to be added to the project. This is done in
  24. **Project → Project Settings → Localization**:
  25. .. image:: img/localization_dialog.png
  26. The above dialog is used to add or remove translations project-wide.
  27. Localizing resources
  28. --------------------
  29. It is also possible to instruct Godot to use alternate versions of
  30. assets (resources) depending on the current language. This can be used for
  31. localized images such as in-game billboards or localized voices.
  32. The **Remaps** tab can be used for this:
  33. .. image:: img/localization_remaps.png
  34. Select the resource to be remapped then add some alternatives for each locale.
  35. .. note::
  36. The resource remapping system isn't supported for DynamicFonts. To use
  37. different fonts depending on the language's script, use the DynamicFont
  38. fallback system instead, which lets you define as many fallback fonts as you
  39. want.
  40. The upside of the DynamicFont fallback system is that it works regardless of
  41. the current language, making it ideal for things like multiplayer chat where
  42. the text language may not match the client's language.
  43. Converting keys to text
  44. -----------------------
  45. Some controls, such as :ref:`Button <class_Button>` and :ref:`Label <class_Label>`,
  46. will automatically fetch a translation if their text matches a translation key.
  47. For example, if a label's text is "MAIN_SCREEN_GREETING1" and that key exists
  48. in the current translation, then the text will automatically be translated.
  49. This automatic translation behavior may be undesirable in certain cases. For
  50. instance, when using a Label to display a player's name, you most likely don't
  51. want the player's name to be translated if it matches a translation key. To
  52. disable automatic translation on a specific node, disable **Localization > Auto
  53. Translate** in the inspector.
  54. In code, the :ref:`Object.tr() <class_Object_method_tr>` function can be used.
  55. This will just look up the text in the translations and convert it if found:
  56. ::
  57. level.text = tr("LEVEL_5_NAME")
  58. status.text = tr("GAME_STATUS_%d" % status_index)
  59. .. note::
  60. If no text is displayed after changing the language, try to use a different
  61. font. The default project font only supports a subset of the Latin-1 character set,
  62. which cannot be used to display languages like Russian or Chinese.
  63. A good resource for multilingual fonts is `Noto Fonts <https://www.google.com/get/noto/>`__.
  64. Make sure to download the correct variation if you're using a less common
  65. language.
  66. Once you've downloaded the font, load the TTF file into a DynamicFont
  67. resource and use it as a custom font of your Control node. For better
  68. reusability, associate a new a Theme resource to your root Control node and
  69. define the DynamicFont as the Default Font in the theme.
  70. Placeholders
  71. ^^^^^^^^^^^^
  72. To feature placeholders in your translated strings, use
  73. :ref:`doc_gdscript_printf` or the equivalent feature in C#. This lets
  74. translators move the location of the placeholder in the string freely, which
  75. allows translations to sound more natural. Named placeholders with the
  76. ``String.format()`` function should be used whenever possible, as they also
  77. allow translators to choose the *order* in which placeholders appear:
  78. ::
  79. # The placeholder's locations can be changed, but not their order.
  80. # This will probably not suffice for some target languages.
  81. message.text = tr("%s picked up the %s") % ["Ogre", "Sword"]
  82. # The placeholder's locations and order can be changed.
  83. # Additionally, this form gives more context for translators to work with.
  84. message.text = tr("{character} picked up the {weapon}").format({character = "Ogre", weapon = "Sword"})
  85. Translation contexts
  86. ^^^^^^^^^^^^^^^^^^^^
  87. If you're using plain English as source strings (rather than message codes
  88. ``LIKE_THIS``), you may run into ambiguities when you have to translate the same
  89. English string to different strings in certain target languages. You can
  90. optionally specify a *translation context* to resolve this ambiguity and allow
  91. target languages to use different strings, even though the source string is
  92. identical:
  93. ::
  94. # "Close", as in an action (to close something).
  95. button.set_text(tr("Close", "Actions"))
  96. # "Close", as in a distance (opposite of "far").
  97. distance_label.set_text(tr("Close", "Distance"))
  98. Pluralization
  99. ^^^^^^^^^^^^^
  100. Most languages require different strings depending on whether an object is in
  101. singular or plural form. However, hardcoding the "is plural" condition depending
  102. on whether there is more than 1 object is not valid in all languages.
  103. Some languages have more than two plural forms, and the rules on the number of
  104. objects required for each plural form vary. Godot offers support for
  105. *pluralization* so that the target locales can handle this automatically.
  106. Pluralization is meant to be used with positive (or zero) integer numbers only.
  107. Negative and floating-point values usually represent physical entities for which
  108. singular and plural don't clearly apply.
  109. ::
  110. var num_apples = 5
  111. label.text = tr_n("There is %d apple", "There are %d apples", num_apples) % num_apples
  112. This can be combined with a context if needed:
  113. ::
  114. var num_jobs = 1
  115. label.text = tr_n("%d job", "%d jobs", num_jobs, "Task Manager") % num_jobs
  116. .. note::
  117. Providing pluralized translations is only supported with
  118. :ref:`doc_localization_using_gettext`, not CSV.
  119. Making controls resizable
  120. -------------------------
  121. The same text in different languages can vary greatly in length. For
  122. this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as
  123. dynamically adjusting control sizes may help.
  124. :ref:`Container <class_Container>` can be useful, as well as the text wrapping
  125. options available in :ref:`Label <class_Label>`.
  126. To check whether your UI can accommodate translations with longer strings than
  127. the original, you can enable *pseudolocalization* in the advanced Project
  128. Settings. This will replace all your localizable strings with longer versions of
  129. themselves, while also replacing some characters in the original strings with
  130. accented versions (while still being readable). Placeholders are kept as-is,
  131. so that they keep working when pseudolocalization is enabled.
  132. For example, the string ``Hello world, this is %s!`` becomes
  133. ``[Ĥéłłô ŵôŕłd́, ŧh̀íš íš %s!]`` when pseudolocalization is enabled.
  134. While looking strange at first, pseudolocalization has several benefits:
  135. - It lets you spot non-localizable strings quickly, so you can go over them and
  136. make them localizable (if it makes sense to do so).
  137. - It lets you check UI elements that can't fit long strings. Many languages will
  138. feature much longer translations than the source text, so it's important to
  139. ensure your UI can accommodate longer-than-usual strings.
  140. - It lets you check whether your font contains all the characters required to
  141. support various languages. However, since the goal of pseudolocalization is to
  142. keep the original strings readable, it's not an effective test for checking
  143. whether a font can support :abbr:`CJK (Chinese, Japanese, Korean)` or
  144. right-to-left languages.
  145. The project settings allow you to tune pseudolocalization behavior, so that you
  146. can disable parts of it if desired.
  147. TranslationServer
  148. -----------------
  149. Godot has a server handling low-level translation management
  150. called the :ref:`TranslationServer <class_TranslationServer>`.
  151. Translations can be added or removed during run-time;
  152. the current language can also be changed at run-time.
  153. .. _doc_internationalizing_games_bidi:
  154. Bidirectional text and UI Mirroring
  155. -----------------------------------
  156. Arabic and Hebrew are written from right to left (except for the numbers and Latin
  157. words mixed in), and the user interface for these languages should be mirrored as well.
  158. In some languages the shape of a glyph changes depending on the surrounding characters.
  159. Support for bidirectional writing systems and UI mirroring is transparent, you don't
  160. usually need to change anything or have any knowledge of the specific writing system.
  161. For RTL languages, Godot will automatically do the following changes to the UI:
  162. - Mirrors left/right anchors and margins.
  163. - Swaps left and right text alignment.
  164. - Mirrors horizontal order of the child controls in the containers, and items in Tree/ItemList controls.
  165. - Uses mirrored order of the internal control elements (e.g. OptionButton dropdown button, checkbox alignment, List column order, Tree item icons and connecting line alignment, e.t.c.), in some cases mirrored controls use separate theme styles.
  166. - Coordinate system is not mirrored, and non-UI nodes (sprites, e.t.c) are not affected.
  167. It is possible to override text and control layout direction by using the following control properties:
  168. - ``text_direction``, sets the base text direction. When set to "auto", direction depends on the first strong directional character in the text according to the Unicode Bidirectional Algorithm,
  169. - ``language``, overrides current project locale.
  170. - ``structured_text_bidi_override`` property and ``_structured_text_parser`` callback, enables special handling for structured text.
  171. - ``layout_direction``, overrides control mirroring.
  172. .. image:: img/ui_mirror.png
  173. .. seealso::
  174. You can see how right-to-left typesetting works in action using the
  175. `BiDI and Font Features demo project <https://github.com/godotengine/godot-demo-projects/tree/master/gui/bidi_and_font_features>`__.
  176. Adding break iterator data to exported project
  177. ----------------------------------------------
  178. Some languages are written without spaces, and word and line breaking requires more than rules over character sequences.
  179. Godot includes ICU rule and dictionary based, break iterator data, but this data is not included into exported projects by default.
  180. To include it go to **Project → Project Settings → Localization → Text Server Data** and click **Install support data...**. Break iterator data is about 4 MB large.
  181. .. image:: img/icu_data.png
  182. Structured text BiDi override
  183. -----------------------------
  184. Unicode BiDi algorithm is designed to work with natural text and it's incapable of
  185. handling text with the higher level order, like file names, URIs, email addresses,
  186. regular expressions or source code.
  187. .. image:: img/bidi_override.png
  188. For example, the path for this shown directory structure will be displayed incorrectly
  189. (top "LineEdit" control). "File" type structured text override splits text into segments,
  190. then BiDi algorithm is applied to each of them individually to correctly display directory
  191. names in any language and preserve correct order of the folders (bottom "LineEdit" control).
  192. Custom callbacks provide a way to override BiDi for the other types of structured text.
  193. Localizing numbers
  194. ------------------
  195. Controls specifically designed for number input or output (e.g. ProgressBar, SpinBox)
  196. will use localized numbering system automatically, for the other control
  197. :ref:`TextServer.format_number(string, language) <class_TextServer_method_format_number>`
  198. can be used to convert Western Arabic numbers (0..9) to the localized numbering system
  199. and :ref:`TextServer.parse_number(string, language) <class_TextServer_method_parse_number>`
  200. to convert it back.
  201. Localizing icons and images
  202. ---------------------------
  203. Icons with left and right pointing arrows which may need to be reversed for Arabic
  204. and Hebrew locales, in case they indicate movement or direction (e.g. back/forward
  205. buttons). Otherwise, they can remain the same.
  206. Testing translations
  207. --------------------
  208. You may want to test a project's translation before releasing it. Godot provides two ways
  209. to do this.
  210. First, in the Project Settings, under **Internationalization > Locale** (with advanced settings enabled), there is a **Test**
  211. property. Set this property to the locale code of the language you want to test. Godot will
  212. run the project with that locale when the project is run (either from the editor or when
  213. exported).
  214. .. image:: img/locale_test.webp
  215. Keep in mind that since this is a project setting, it will show up in version control when
  216. it is set to a non-empty value. Therefore, it should be set back to an empty value before
  217. committing changes to version control.
  218. Translations can also be tested when :ref:`running Godot from the command line <doc_command_line_tutorial>`.
  219. For example, to test a game in French, the following argument can be
  220. supplied:
  221. .. code-block:: shell
  222. godot --language fr
  223. Translating the project name
  224. ----------------------------
  225. The project name becomes the app name when exporting to different
  226. operating systems and platforms. To specify the project name in more
  227. than one language go to **Project > Project Settings> Application >
  228. Config**. From here click on the button that says ``Localizable String
  229. (Size 0)``. Now there should be a button below that which says ``Add
  230. Translation``. Click on that and it will take you to a page where you
  231. can choose the language (and country if needed) for your project name
  232. translation. After doing that you can now type in the localized name.
  233. .. image:: img/localized_name.webp
  234. If you are unsure about the language code to use, refer to the
  235. :ref:`list of locale codes <doc_locales>`.