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- .. _doc_editor_and_docs_localization:
- Editor and documentation localization
- =====================================
- .. highlight:: none
- Godot aims to make game development available to everyone, including people who
- may not know or be comfortable with English. Therefore, we do our best to make
- the most important resources available in many languages, thanks to the
- translation effort of the community.
- These resources include:
- 1. The `Godot editor's interface <https://hosted.weblate.org/projects/godot-engine/godot/>`__.
- 2. The `class reference <https://hosted.weblate.org/projects/godot-engine/godot-class-reference/>`__,
- available both online and in the editor.
- 3. The `online documentation <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`__
- (editor manual and tutorials).
- To manage translations, we use the GNU gettext file format (``PO`` files), and
- the open source `Weblate <https://weblate.org>`__ web-based localization
- platform, which allows easy collaboration of many contributors to complete the
- translation for the various components, and keep them up to date. Click the bold
- links above to access each resource on Weblate.
- This page gives an overview of the general translation workflow on Weblate, and
- some resource-specific instructions on e.g. how to handle some keywords or the
- localization of images.
- .. tip::
- Translating all the official Godot content is a massive undertaking, so we
- advise prioritizing the resources as they are listed above: first the editor
- interface, then the class reference, then the online documentation.
- Using Weblate for translations
- ------------------------------
- While our translations eventually reside in the Git repositories of the Godot
- engine and its documentation, all translation updates are handled through
- Weblate, and thus direct pull requests to the Git repositories are not accepted.
- Translations are synced manually between Weblate and the Godot repositories by
- maintainers.
- You should therefore `register on Weblate <https://hosted.weblate.org/accounts/register/>`__
- to contribute to Godot's translations.
- Once signed in, browse to the Godot resource which you want to contribute to (in
- this page we will use the `editor translation <https://hosted.weblate.org/projects/godot-engine/godot/>`__
- as an example) to find the list of all languages:
- .. image:: img/l10n_01_language_list.png
- .. seealso::
- Feel free to consult Weblate's own documentation on the `translation
- workflow <https://docs.weblate.org/en/latest/user/translating.html>`__ for
- more details.
- Adding a new language
- ^^^^^^^^^^^^^^^^^^^^^
- If your language is already listed, click on its name to access the overview,
- and skip the rest of this section.
- If your language is not listed, scroll to the bottom of the list of languages
- and click the "Start new translation" button, and select the language you want
- to translate to:
- .. image:: img/l10n_02_new_translation.png
- .. important::
- If your language is spoken in several countries with only limited regional
- variations, please consider adding it with its generic variant (e.g. ``fr``
- for French) instead of a regional variant (e.g. ``fr_FR`` for French
- (France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria)).
- Godot has a huge amount of content to translate, so duplicating the work for
- regional variants should only be done if the language variations are
- significant enough. Additionally, if a translation is done with for a
- regional variant, it will only be available automatically for users located
- in this region (or having their system language configured for this region).
- When regional variations are significant enough to warrant separate
- translations, we advise to focus on completing a generic variant first if
- possible, then duplicate the fully completed translation for regional
- variants and do the relevant edits. This is typically a good strategy for
- e.g. Spanish (work on ``es`` first, then duplicate it to ``es_AR``,
- ``es_ES``, ``es_MX``, etc. if necessary) or Portuguese (``pt_BR`` vs
- ``pt_PT``).
- Translation interface
- ^^^^^^^^^^^^^^^^^^^^^
- Once a language has been selected, you will see an overview of the translation
- status, including how many strings are left to translate or review. Each item
- can be clicked and used to browse through the corresponding list. You can also
- click the "Translate" button to get started on the list of strings needing
- action.
- .. image:: img/l10n_03_translation_overview.png
- After selecting a list of clicking "Translate", you will see the main
- translation interface where all the work happens:
- .. image:: img/l10n_04_translation_interface.png
- On that page, you have:
- - A toolbar which lets you cycle through strings of the current list, change
- to another predefined list or do a custom search, etc. There is also a "Zen"
- editing mode with a simplified interface.
- - The actual string you are working on in the "Translation" panel. By default,
- there should be the English source string and an edit box for your language.
- If you are familiar with other languages, you can add them in your user
- settings to give you more context for translation.
- Once you are done editing the current string, press "Save" to confirm changes
- and move to the next entry. Alternatively, use the "Skip" button to skip it.
- The "Needs editing" checkbox means that the original string was updated, and
- the translation therefore needs review to take those changes into account (in
- PO jargon, these are so-called "fuzzy" strings). Such strings won't be used
- in the translation until fixed.
- - The bottom panel has various tools which can help with the translation
- effort, such as context from nearby strings (usually from the same editor
- tool or documentation page, so they might use similar terms), comments from
- other translators, machine translations, and a list of all other existing
- translations for that string.
- - On the top right, the glossary shows terms for which an entry has been added
- previously, and which are included in the current string. For example, if
- you decided with fellow translators to use a specific translation for the
- "node" term in Godot, you can add it to the glossary to ensure that other
- translators use the same convention.
- - The bottom right panel includes information on the source string. The most
- relevant item is the "source string location", which links you to the
- original string on GitHub. You may need to search for the string in the page
- to locate it and its surrounding context.
- Locating original content
- -------------------------
- PO files are an ordered list of source strings (``msgid``) and their translation
- (``msgstr``), and by default, Weblate will present the strings in that order. It
- can therefore be useful to understand how the content is organized in the PO
- files to help you locate the original content and use it as a reference when
- translating.
- .. important::
- It is primordial to use the original context as reference when translating,
- as many words have several possible translations depending on the context.
- Using the wrong translation can actually be detrimental to the user and make
- things harder to understand than if they stayed in English.
- Using the context also makes the translation effort much easier and more
- enjoyable, as you can see directly if the translation you wrote will make
- sense in context.
- - The editor interface's translation template is generated by parsing all the
- C++ source code in **alphabetical order**, so all the strings defined in a
- given file will be grouped together. For example, if the "source string
- location" indicates ``editor/code_editor.cpp``, the current string (and the
- nearby ones) is defined in the ``editor/code_editor.cpp`` code file, and is
- thereby related to the code editors in Godot (GDScript, shaders).
- - The online documentation's translation template is generated from the source
- RST files in the same order as seen in the **table of contents**, so for
- example the first strings are from the front page of the documentation.
- The recommended workflow is therefore to find a unique string corresponding to
- a page that you want to translate, and then translate all the strings with the
- same source string location while comparing with the online version of that
- page in English. An example of source string location could be
- ``getting_started/step_by_step/nodes_and_scenes.rst`` for the
- page :ref:`doc_nodes_and_scenes`.
- - The class reference's translation template is generated from the source XML
- files in **alphabetical order**, which is also the same as the order of the
- table of contents for the online version. You can therefore locate the source
- string corresponding to the brief description of a given class to find the
- first string to translate and all other descriptions from that class should be
- in the subsequent strings on Weblate. For example, the descriptions for the
- :ref:`class_Node2D` class would have the source string location
- ``doc/classes/Node2D.xml``.
- A handy tool to locate specific pages/classes is to use Weblate's advanced
- search feature, and especially the "Location strings" query (which can also be
- used with the ``location:`` token, e.g. ``location:nodes_and_scenes.rst``):
- .. image:: img/l10n_05_search_location.png
- .. image:: img/l10n_06_browse_by_location.png
- .. note::
- When a given source string is used in multiple source locations, they will
- all be concatenated into one. For example, the above
- ``location:nodes_and_scenes.rst`` query would land first on the
- "Introduction" source string which is used in dozens of pages, including
- some that come before ``nodes_and_scenes.rst`` in the template. Clicking the
- "Next" button then brings us to the "Scene and nodes" title string displayed
- above.
- So it may happen that a given paragraph or section title is not at the
- location you'd expect it when reading the online version of a page.
- Respecting the markup syntax
- ----------------------------
- Each translation resource originates from a different source code format, and
- having some notions on the markup language used for each resource is important
- to avoid creating syntax errors in your translations.
- Editor interface (C++)
- ^^^^^^^^^^^^^^^^^^^^^^
- The editor translations originate from C++ strings, and may use:
- - **C format specifiers** such as ``%s`` (a string) or ``%d`` (a number). These
- specifiers are replaced by content at runtime, and should be preserved and
- placed in your translation where necessary for it to be meaningful after
- substitution. You may need to refer to the source string location to
- understand what kind of content will be substituted if it's not clear from the
- sentence. Example (``%s`` will be substituted with a file name or path)::
- # PO file:
- "There is no '%s' file."
- # Weblate:
- There is no '%s' file.
- - **C escape characters** such as ``\n`` (line break) or ``\t`` (tabulation). In
- the Weblate editor, the ``\n`` characters are replaced by ``↵`` (return) and
- ``\t`` by ``↹``. Tabs are not used much, but you should make sure to use line
- breaks in the same way as the original English string (Weblate will issue a
- warning if you don't). Line breaks might sometimes be used for vertical
- spacing, or manual wrapping of long lines which would otherwise be too long
- especially in the editor translation). Example::
- # PO file:
- "Scene '%s' is currently being edited.\n"
- "Changes will only take effect when reloaded."
- # Weblate:
- Scene '%s' is currently being edited.↵
- Changes will only take effect when reloaded.
- .. note::
- Only logical order of the characters matters, in the right-to-left text, format
- specifiers may be displayed as ``s%``.
- Online documentation (RST)
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- The documentation translations originate from reStructuredText (RST) files,
- which also use their own markup syntax to style text, create internal and
- external links, etc. Here are some examples::
- # "development" is styled bold.
- # "Have a look here" is a link pointing to https://docs.godotengine.org/en/latest.
- # You should translate "Have a look here", but not the URL, unless there is
- # a matching URL for the same content in your language.
- # Note: The `, <, >, and _ characters all have a meaning in the hyperlink
- # syntax and should be preserved.
- Looking for the documentation of the current **development** branch?
- `Have a look here <https://docs.godotengine.org/en/latest>`_.
- # "|supported|" is an inline reference to an image and should stay unchanged.
- # "master" uses the markup for inline code, and will be styled as such.
- # Note: Inline code in RST uses 2 backticks on each side, unlike Markdown.
- # Single backticks are used for hyperlinks.
- |supported| Backwards-compatible new features (backported from the ``master``
- branch) as well as bug, security, and platform support fixes.
- # The :ref: Sphinx "role" is used for internal references to other pages of
- # the documentation.
- # It can be used with only the reference name of a page (which should not be
- # changed), in which case the title of that page will be displayed:
- See :ref:`doc_ways_to_contribute`.
- # Or it can be used with an optional custom title, which should thus be translated:
- See :ref:`how to contribute <doc_ways_to_contribute>`.
- # You may encounter other Sphinx roles, such as :kbd: used for shortcut keys.
- # You can translate the content between backticks to match the usual key names,
- # if it's different from the English one.
- Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux
- or :kbd:`Cmd + S` on macOS.
- .. seealso::
- See Sphinx's `reStructured Text primer <https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html>`__
- for a quick overview of the markup language you may find in source strings.
- You may encounter especially the inline markup (bold, italics, inline code)
- and the internal and external hyperlink markup.
- Class reference (BBCode)
- ^^^^^^^^^^^^^^^^^^^^^^^^
- The class reference is documented in the main Godot repository using XML files,
- and with BBCode-like markup for styling and internal references.
- Some of the tags used are from the original BBCode (e.g. ``[b]Bold[/b]`` and
- ``[i]Italics[/i]``), while others are Godot-specific and used for advanced
- features such as inline code (e.g. ``[code]true[/code]``), linking to another
- class (e.g. ``[Node2D]``) or to a property in a given class (e.g.
- ``[member Node2D.position]``), or for multiline code blocks. Example::
- Returns a color according to the standardized [code]name[/code] with [code]alpha[/code] ranging from 0 to 1.
- [codeblock]
- red = ColorN("red", 1)
- [/codeblock]
- Supported color names are the same as the constants defined in [Color].
- In the above example, ``[code]name[/code]``, ``[code]alpha[/code]``, and
- ``[Color]`` should *not* be translated, as they refer respectively to argument
- names and a class of the Godot API. Similarly, the contents of the
- ``[codeblock]`` should not be translated, as ``ColorN`` is a function of the
- Godot API and ``"red"`` is one of the named colors it supports. At most, you can
- translate the name of the variable which holds the result (``red = ...``).
- Note also that in the XML, each line is a paragraph, so you should not add line
- breaks if they are not part of the original translation.
- .. seealso::
- See our documentation for class reference writers for the :ref:`list of
- BBCode-like tags <doc_class_reference_bbcode>` which are used
- throughout the class reference.
- Offline translation and testing
- -------------------------------
- While we advise using the Weblate interface to write translations, you also have
- the possibility to download the PO file locally to translate it with your
- preferred PO editing application, such as `Poedit <https://poedit.net/>`__ or
- `Lokalize <https://userbase.kde.org/Lokalize>`__.
- To download the PO file locally, browse to the translation overview for your
- language, and select the first item in the "Files" menu:
- .. image:: img/l10n_07_download_po_file.png
- Once you are done with a series of edits, use the "Upload translation" item in
- that same menu and select your file. Choose "Add as translation" for the file
- upload mode.
- .. note::
- If a significant amount of time has passed between your download of the PO
- file and the upload of the edited version, there is a risk to overwrite the
- translations authored by other contributors in the meantime. This is why we
- advise to use the online interface so that you always work on the latest
- version.
- If you want to test changes locally (especially for the editor translation), you
- can use the downloaded PO file and :ref:`compile Godot from source <toc-devel-compiling>`.
- Rename the editor translation PO file to ``<lang>.po`` (e.g. ``eo.po`` for
- Esperanto) and place it in the ``editor/translations/`` folder
- (`GitHub <https://github.com/godotengine/godot/tree/master/editor/translations>`__).
- You can also test class reference changes the same way by renaming the PO file
- similarly and placing it in the ``doc/translations/`` folder
- (`GitHub <https://github.com/godotengine/godot/tree/master/doc/translations>`__).
- Localizing documentation images
- -------------------------------
- The online documentation includes many images, which can be screenshots of the
- Godot editor, custom-made graphs, of any other kind of visual content. Some of
- it includes text and might thus be relevant to localize in your language.
- This part is not handled via Weblate, but directly on the `godot-docs-l10n
- <https://github.com/godotengine/godot-docs-l10n>`_ Git repository where the
- documentation translations are synced from Weblate.
- .. note::
- The workflow is not the most straightforward and requires some knowledge of
- Git. We plan to work on a simplified Web tool which could be used to manage
- image localization in a convenient way, abstracting away these steps.
- To translate an image, you should first locate it in the original English
- documentation. To do so, browse the relevant page in the docs, e.g.
- :ref:`doc_intro_to_the_editor_interface`. Click the "Edit on GitHub" link in the
- top right corner:
- .. image:: img/l10n_08_edit_on_github.png
- On GitHub, click on the image you want to translate. If relevant, click on
- "Download" to download it locally and edit it with an image edition tool.
- Note the full path to the image as it will be needed further down (here
- ``getting_started/step_by_step/img/project_manager_first_open.png``).
- .. image:: img/l10n_09_path_to_image.png
- Create your localized version of the image, either by editing the English one,
- or by taking a screenshot of the editor with your language, if it's an editor
- screenshot. Some images may also have source files available in SVG format, so
- you can browse the ``img/`` folder which contains them to check for that.
- Name your localized image like the original one, but with the language code
- added before the extension, e.g. ``project_manager_first_open.png`` would become
- ``project_manager_first_open.fr.png`` for the French localization.
- Finally, on godot-docs-l10n_, recreate the same folder structure as for the
- original image in the ``images`` subfolder
- (`GitHub <https://github.com/godotengine/godot-docs-l10n/tree/master/images>`_),
- and place your translated image there. In our example, the end result should be
- ``images/getting_started/step_by_step/img/project_manager_first_open.fr.png``.
- Repeat this for other images and :ref:`make a Pull Request <doc_pr_workflow>`.
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