Inheritance #
- AudioServer
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ServerHandler
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- XMLParser
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- XRPose
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Table of contents
EditorTranslationParserPlugin #
is_refcounted, is_instantiable, editor, not_builtin_classes
Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
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 _parse_file method in script.
The return value should be an Array of PackedStringArrays, one for each extracted translatable string. Each entry should contain [msgid, msgctxt, msgid_plural, comment], where all except msgid are optional. Empty strings will be ignored.
The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu.
Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT.
GDScript
@tool
extends EditorTranslationParserPlugin
func _parse_file(path):
var ret: Array[PackedStringArray] = []
var file = FileAccess.open(path, FileAccess.READ)
var text = file.get_as_text()
var split_strs = text.split(",", false)
for s in split_strs:
ret.append(PackedStringArray([s]))
#print("Extracted string: " + s)
return ret
func _get_recognized_extensions():
return ["csv"]C#
using Godot;
[Tool]
public partial class CustomParser : EditorTranslationParserPlugin
{
public override Godot.Collections.Array _ParseFile(string path)
{
Godot.Collections.Array ret;
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
string text = file.GetAsText();
string[] splitStrs = text.Split(",", allowEmpty: false);
foreach (string s in splitStrs)
{
ret.Add([s]);
//GD.Print($"Extracted string: {s}");
}
return ret;
}
public override string[] _GetRecognizedExtensions()
{
return ["csv"];
}
}To add a translatable string associated with a context, plural, or comment:
GDScript
# This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", and comment "test 1 comment".
ret.append(PackedStringArray(["Test 1", "context", "test 1 plurals", "test 1 comment"]))
# This will add a message with msgid "A test without context" and msgid_plural "plurals".
ret.append(PackedStringArray(["A test without context", "", "plurals"]))
# This will add a message with msgid "Only with context" and msgctxt "a friendly context".
ret.append(PackedStringArray(["Only with context", "a friendly context"]))C#
// This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", and comment "test 1 comment".
ret.Add(["Test 1", "context", "test 1 plurals", "test 1 comment"]);
// This will add a message with msgid "A test without context" and msgid_plural "plurals".
ret.Add(["A test without context", "", "plurals"]);
// This will add a message with msgid "Only with context" and msgctxt "a friendly context".
ret.Add(["Only with context", "a friendly context"]);Note: If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the path argument using ResourceLoader.load. This is because built-in scripts are loaded as Resource type, not FileAccess type. For example:
GDScript
func _parse_file(path):
var res = ResourceLoader.load(path, "Script")
var text = res.source_code
# Parsing logic.
func _get_recognized_extensions():
return ["gd"]C#
public override Godot.Collections.Array _ParseFile(string path)
{
var res = ResourceLoader.Load(path, "Script");
string text = res.SourceCode;
// Parsing logic.
}
public override string[] _GetRecognizedExtensions()
{
return ["gd"];
}To use EditorTranslationParserPlugin, register it using the EditorPlugin.add_translation_parser_plugin method first.
Members #
Methods #
virtual const func _get_recognized_extensions() -> PackedStringArray#
Gets the list of file extensions to associate with this parser, e.g. ["csv"].
virtual func _parse_file(path: String) -> PackedStringArray[]#
Override this method to define a custom parsing logic to extract the translatable strings.