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			121 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorTranslationParserPlugin" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
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	</brief_description>
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	<description>
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		[EditorTranslationParserPlugin] is invoked when a file is being parsed to extract strings that require translation. To define the parsing and string extraction logic, override the [method _parse_file] method in script.
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		The return value should be an [Array] of [PackedStringArray]s, one for each extracted translatable string. Each entry should contain [code][msgid, msgctxt, msgid_plural, comment, source_line][/code], where all except [code]msgid[/code] are optional. Empty strings will be ignored.
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		The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu.
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		Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT.
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		[codeblocks]
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		[gdscript]
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		@tool
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		extends EditorTranslationParserPlugin
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		func _parse_file(path):
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			var ret: Array[PackedStringArray] = []
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			var file = FileAccess.open(path, FileAccess.READ)
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			var text = file.get_as_text()
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			var split_strs = text.split(",", false)
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			for s in split_strs:
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				ret.append(PackedStringArray([s]))
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				#print("Extracted string: " + s)
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			return ret
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		func _get_recognized_extensions():
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			return ["csv"]
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		[/gdscript]
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		[csharp]
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		using Godot;
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		[Tool]
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		public partial class CustomParser : EditorTranslationParserPlugin
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		{
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			public override Godot.Collections.Array<string[]> _ParseFile(string path)
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			{
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				Godot.Collections.Array<string[]> ret;
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				using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
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				string text = file.GetAsText();
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				string[] splitStrs = text.Split(",", allowEmpty: false);
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				foreach (string s in splitStrs)
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				{
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					ret.Add([s]);
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					//GD.Print($"Extracted string: {s}");
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				}
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				return ret;
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			}
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			public override string[] _GetRecognizedExtensions()
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			{
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				return ["csv"];
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			}
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		}
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		[/csharp]
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		[/codeblocks]
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		To add a translatable string associated with a context, plural, comment, or source line:
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		[codeblocks]
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		[gdscript]
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		# This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", comment "test 1 comment", and source line "7".
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		ret.append(PackedStringArray(["Test 1", "context", "test 1 plurals", "test 1 comment", "7"]))
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		# This will add a message with msgid "A test without context" and msgid_plural "plurals".
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		ret.append(PackedStringArray(["A test without context", "", "plurals"]))
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		# This will add a message with msgid "Only with context" and msgctxt "a friendly context".
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		ret.append(PackedStringArray(["Only with context", "a friendly context"]))
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		[/gdscript]
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		[csharp]
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		// This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", comment "test 1 comment", and source line "7".
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		ret.Add(["Test 1", "context", "test 1 plurals", "test 1 comment", "7"]);
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		// This will add a message with msgid "A test without context" and msgid_plural "plurals".
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		ret.Add(["A test without context", "", "plurals"]);
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		// This will add a message with msgid "Only with context" and msgctxt "a friendly context".
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		ret.Add(["Only with context", "a friendly context"]);
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		[/csharp]
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		[/codeblocks]
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		[b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [FileAccess] type. For example:
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		[codeblocks]
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		[gdscript]
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		func _parse_file(path):
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			var res = ResourceLoader.load(path, "Script")
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			var text = res.source_code
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			# Parsing logic.
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		func _get_recognized_extensions():
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			return ["gd"]
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		[/gdscript]
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		[csharp]
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		public override Godot.Collections.Array<string[]> _ParseFile(string path)
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		{
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			var res = ResourceLoader.Load<Script>(path, "Script");
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			string text = res.SourceCode;
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			// Parsing logic.
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		}
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		public override string[] _GetRecognizedExtensions()
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		{
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			return ["gd"];
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		}
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		[/csharp]
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		[/codeblocks]
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		To use [EditorTranslationParserPlugin], register it using the [method EditorPlugin.add_translation_parser_plugin] method first.
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	</description>
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	<tutorials>
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	</tutorials>
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	<methods>
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		<method name="_get_recognized_extensions" qualifiers="virtual const">
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			<return type="PackedStringArray" />
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			<description>
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				Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code].
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			</description>
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		</method>
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		<method name="_parse_file" qualifiers="virtual">
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			<return type="PackedStringArray[]" />
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			<param index="0" name="path" type="String" />
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			<description>
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				Override this method to define a custom parsing logic to extract the translatable strings.
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			</description>
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		</method>
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	</methods>
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</class>
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