@@ -31,86 +31,16 @@ each string. This allows you to revise the text while it is being
3131translated to other languages. The unique ID can be a number, a string,
3232or a string with a number (it's just a unique string anyway).
3333
34- .. note :: If you need a more powerful file format, Godot also supports
35- loading translations written in the gettext ``.po `` format. See
36- :ref: `doc_localization_using_gettext ` for details.
37-
38- Translation format
39- ------------------
34+ Supported formats
35+ -----------------
4036
4137To complete the picture and allow efficient support for translations,
4238Godot has a special importer that can read CSV files. Most spreadsheet
43- editors can export to this format, so the only requirement is that the files
44- have a special arrangement. The CSV files **must ** be saved with UTF-8 encoding
45- without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark >`__.
46-
47- CSV files must be formatted as follows:
48-
49- +--------+----------+----------+----------+
50- | keys | <lang1> | <lang2> | <langN> |
51- +========+==========+==========+==========+
52- | KEY1 | string | string | string |
53- +--------+----------+----------+----------+
54- | KEY2 | string | string | string |
55- +--------+----------+----------+----------+
56- | KEYN | string | string | string |
57- +--------+----------+----------+----------+
58-
59- The "lang" tags must represent a language, which must be one of the :ref: `valid
60- locales <doc_locales>` supported by the engine, or they must start with an underscore (`_ `),
61- which means the related column is served as comment and won't be imported.
62- The "KEY" tags must be unique and represent a string universally (they are usually in
63- uppercase, to differentiate from other strings). These keys will be replaced at
64- runtime by the matching translated string. Note that the case is important,
65- "KEY1" and "Key1" will be different keys.
66- The top-left cell is ignored and can be left empty or having any content.
67- Here's an example:
68-
69- +-------+-----------------------+------------------------+------------------------------+
70- | keys | en | es | ja |
71- +=======+=======================+========================+==============================+
72- | GREET | Hello, friend! | Hola, amigo! | こんにちは |
73- +-------+-----------------------+------------------------+------------------------------+
74- | ASK | How are you? | Cómo está? | 元気ですか |
75- +-------+-----------------------+------------------------+------------------------------+
76- | BYE | Goodbye | Adiós | さようなら |
77- +-------+-----------------------+------------------------+------------------------------+
78- | QUOTE | "Hello" said the man. | "Hola" dijo el hombre. | 「こんにちは」男は言いました |
79- +-------+-----------------------+------------------------+------------------------------+
80-
81- The same example is shown below as a comma-separated plain text file,
82- which should be the result of editing the above in a spreadsheet.
83- When editing the plain text version, be sure to enclose with double
84- quotes any message that contains commas, line breaks or double quotes,
85- so that commas are not parsed as delimiters, line breaks don't create new
86- entries and double quotes are not parsed as enclosing characters. Be sure
87- to escape any double quotes a message may contain by preceding them with
88- another double quote. Alternatively, you can select another delimiter than
89- comma in the import options.
90-
91- .. code-block :: none
92-
93- keys,en,es,ja
94- GREET,"Hello, friend!","Hola, amigo!",こんにちは
95- ASK,How are you?,Cómo está?,元気ですか
96- BYE,Goodbye,Adiós,さようなら
97- QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました
98-
99- CSV importer
100- ------------
101-
102- Godot will treat CSV files as translations by default. It will import them
103- and generate one or more compressed translation resource files next to it.
104-
105- Importing will also add the translation to the list of
106- translations to load when the game runs, specified in project.godot (or the
107- project settings). Godot allows loading and removing translations at
108- runtime as well.
109-
110- Select the ``.csv `` file and access the **Import ** dock to define import
111- options. You can toggle the compression of the imported translations, and
112- select the delimiter to use when parsing the CSV file.
113-
114- .. image :: img/import_csv.webp
115-
116- Be sure to click **Reimport ** after any change to these options.
39+ editors can export to this format, so the only requirement is that the
40+ files have a special arrangement. See
41+ :ref: `doc_localization_using_spreadsheets ` for detailed info on
42+ formatting and importing CSVs.
43+
44+ If you need a more powerful file format, Godot also supports loading
45+ translations written in the gettext ``.po `` format. See
46+ :ref: `doc_localization_using_gettext ` for details.
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