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- .. _doc_localization_using_gettext:
- Localization using gettext
- ==========================
- In addition to :ref:`doc_importing_translations` in CSV format, Godot
- also supports loading translation files written in the GNU gettext
- format (text-based ``.po`` and compiled ``.mo`` since Godot 4.0).
- .. note:: For an introduction to gettext, check out
- `A Quick Gettext Tutorial <https://www.labri.fr/perso/fleury/posts/programming/a-quick-gettext-tutorial.html>`_.
- It's written with C projects in mind, but much of the advice
- also applies to Godot (with the exception of ``xgettext``).
- Advantages
- ----------
- - gettext is a standard format, which can be edited using any text editor
- or GUI editors such as `Poedit <https://poedit.net/>`_.
- - gettext is supported by translation platforms such as
- `Transifex <https://www.transifex.com/>`_ and `Weblate <https://weblate.org/>`_,
- which makes it easier for people to collaborate to localization.
- - Compared to CSV, gettext works better with version control systems like Git,
- as each locale has its own messages file.
- - Multiline strings are more convenient to edit in gettext files compared
- to CSV files.
- Disadvantages
- -------------
- - gettext is a more complex format than CSV and can be harder to grasp for
- people new to software localization.
- - People who maintain localization files will have to install gettext tools
- on their system. However, as Godot supports using text-based message files
- (``.po``), translators can test their work without having to install gettext tools.
- Installing gettext tools
- ------------------------
- The command line gettext tools are required to perform maintenance operations,
- such as updating message files. Therefore, it's strongly recommended to
- install them.
- - **Windows:** Download an installer from
- `this page <https://mlocati.github.io/articles/gettext-iconv-windows.html>`_.
- Any architecture and binary type (shared or static) works;
- if in doubt, choose the 64-bit static installer.
- - **macOS:** Install gettext either using `Homebrew <https://brew.sh/>`_
- with the ``brew install gettext`` command, or using
- `MacPorts <https://www.macports.org/>`_ with the
- ``sudo port install gettext`` command.
- - **Linux:** On most distributions, install the ``gettext`` package from
- your distribution's package manager.
- Creating the PO template
- ------------------------
- Automatic generation using the editor
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Since Godot 4.0, the editor can generate a PO template automatically from
- specified scene and GDScript files. This POT generation also supports translation
- contexts and pluralization if used in a script, with the optional second
- argument of ``tr()`` and the ``tr_n()`` method.
- Open the Project Settings' **Localization > POT Generation** tab, then use the
- **Add…** button to specify the path to your project's scenes and scripts that
- contain localizable strings:
- .. figure:: img/localization_using_gettext_pot_generation.webp
- :align: center
- :alt: Creating a PO template in the Localization > POT Generation tab of the Project Settings
- Creating a PO template in the **Localization > POT Generation** tab of the Project Settings
- After adding at least one scene or script, click **Generate POT** in the
- top-right corner, then specify the path to the output file. This file can be
- placed anywhere in the project directory, but it's recommended to keep it in a
- subdirectory such as ``locale``, as each locale will be defined in its own file.
- You can then move over to
- :ref:`creating a messages file from a PO template <doc_localization_using_gettext_messages_file>`.
- .. note::
- Remember to regenerate the PO template after making any changes to
- localizable strings, or after adding new scenes or scripts. Otherwise, newly
- added strings will not be localizable and translators won't be able to
- update translations for outdated strings.
- Manual creation
- ^^^^^^^^^^^^^^^
- If the automatic generation approach doesn't work out for your needs, you can
- create a PO template by hand in a text editor. This file can be placed anywhere
- in the project directory, but it's recommended to keep it in a subdirectory, as
- each locale will be defined in its own file.
- Create a directory named ``locale`` in the project directory. In this directory,
- save a file named ``messages.pot`` with the following contents:
- ::
- # Don't remove the two lines below, they're required for gettext to work correctly.
- msgid ""
- msgstr ""
- # Example of a regular string.
- msgid "Hello world!"
- msgstr ""
- # Example of a string with pluralization.
- msgid "There is %d apple."
- msgid_plural "There are %d apples."
- msgstr[0] ""
- msgstr[1] ""
- # Example of a string with a translation context.
- msgctxt "Actions"
- msgid "Close"
- msgstr ""
- Messages in gettext are made of ``msgid`` and ``msgstr`` pairs.
- ``msgid`` is the source string (usually in English), ``msgstr`` will be
- the translated string.
- .. warning::
- The ``msgstr`` value in PO template files (``.pot``) should **always** be
- empty. Localization will be done in the generated ``.po`` files instead.
- .. _doc_localization_using_gettext_messages_file:
- Creating a messages file from a PO template
- -------------------------------------------
- The ``msginit`` command is used to turn a PO template into a messages file.
- For instance, to create a French localization file, use the following command
- while in the ``locale`` directory:
- .. code-block:: shell
- msginit --no-translator --input=messages.pot --locale=fr
- The command above will create a file named ``fr.po`` in the same directory
- as the PO template.
- Alternatively, you can do that graphically using Poedit, or by uploading the
- POT file to your web platform of choice.
- Loading a messages file in Godot
- --------------------------------
- To register a messages file as a translation in a project, open the
- **Project Settings**, then go to the **Localization** tab.
- In **Translations**, click **Add…** then choose the ``.po`` or ``.mo`` file
- in the file dialog. The locale will be inferred from the
- ``"Language: <code>\n"`` property in the messages file.
- .. note:: See :ref:`doc_internationalizing_games` for more information on
- importing and testing translations in Godot.
- Updating message files to follow the PO template
- ------------------------------------------------
- After updating the PO template, you will have to update message files so
- that they contain new strings, while removing strings that are no longer
- present in the PO template. This can be done automatically using the
- ``msgmerge`` tool:
- .. code-block:: shell
- # The order matters: specify the message file *then* the PO template!
- msgmerge --update --backup=none fr.po messages.pot
- If you want to keep a backup of the original message file (which would be
- saved as ``fr.po~`` in this example), remove the ``--backup=none`` argument.
- .. note::
- After running ``msgmerge``, strings which were modified in the source language
- will have a "fuzzy" comment added before them in the ``.po`` file. This comment
- denotes that the translation should be updated to match the new source string,
- as the translation will most likely be inaccurate until it's updated.
- Strings with "fuzzy" comments will **not** be read by Godot until the
- translation is updated and the "fuzzy" comment is removed.
- Checking the validity of a PO file or template
- ----------------------------------------------
- It is possible to check whether a gettext file's syntax is valid by running
- the command below:
- .. code-block:: shell
- msgfmt fr.po --check
- If there are syntax errors or warnings, they will be displayed in the console.
- Otherwise, ``msgfmt`` won't output anything.
- Using binary MO files (useful for large projects only)
- ------------------------------------------------------
- For large projects with several thousands of strings to translate or more,
- it can be worth it to use binary (compiled) MO message files instead of text-based
- PO files. Binary MO files are smaller and faster to read than the equivalent
- PO files.
- You can generate an MO file with the command below:
- .. code-block:: shell
- msgfmt fr.po --no-hash -o fr.mo
- If the PO file is valid, this command will create a ``fr.mo`` file besides
- the PO file. This MO file can then be loaded in Godot as described above.
- The original PO file should be kept in version control so you can update
- your translation in the future. In case you lose the original PO file and
- wish to decompile an MO file into a text-based PO file, you can do so with:
- .. code-block:: shell
- msgunfmt fr.mo > fr.po
- The decompiled file will not include comments or fuzzy strings, as these are
- never compiled in the MO file in the first place.
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