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87 lines
3.4 KiB
Markdown
87 lines
3.4 KiB
Markdown
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# Intllib developer documentation
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In order to enable it for your mod, copy some boilerplate into your
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source file(s). What you need depends on what you want to support.
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There are now two main interfaces: one using the old plain text file method,
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and one using the new support for [gettext][gettext] message catalogs (`.po`).
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Read below for details on each one.
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You will also need to optionally depend on intllib, to do so add `intllib?`
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to an empty line in your `depends.txt`. Also note that if intllib is not
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installed, the getter functions are defined so they return the string
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unchanged. This is done so you don't have to sprinkle tons of `if`s (or
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similar constructs) to check if the lib is actually installed.
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## New interface
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You will need to copy the file `lib/intllib.lua` into the root directory of
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your mod, then include this boilerplate code in files needing localization:
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-- Load support for intllib.
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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Use the usual `xgettext` command line tool from [gettext][gettext], to
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generate your catalog files in a directory named `locale`.
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### Basic workflow
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This is the basic workflow for working with [gettext][gettext]
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Each time you have new strings to be translated, you should do the following:
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cd /path/to/mod
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/path/to/intllib/tools/xgettext.sh file1.lua file2.lua ...
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The script will create a directory named `locale` if it doesn't exist yet,
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and will generate the file `template.pot`. If you already have translations,
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the script will proceed to update all of them with the new strings.
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The script passes some options to the real `xgettext` that should be enough
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for most cases. You may specify other options if desired:
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xgettext.sh -o file.pot --keyword=blargh:4,5 a.lua b.lua ...
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NOTE: There's also a Windows batch file `xgettext.bat` for Windows users,
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but you will need to install the gettext command line tools separately. See
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the top of the file for configuration.
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## Old interface
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You will need this boilerplate code:
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-- Boilerplate to support localized strings if intllib mod is installed.
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local S
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if minetest.get_modpath("intllib") then
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S = intllib.Getter()
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else
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-- If you don't use insertions (@1, @2, etc) you can use this:
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S = function(s) return s end
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-- If you use insertions, but not insertion escapes this will work:
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S = function(s,a,...)a={a,...}return s:gsub("@(%d+)",function(n)return a[tonumber(n)]end)end
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-- Use this if you require full functionality
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S = function(s,a,...)if a==nil then return s end a={a,...}return s:gsub("(@?)@(%(?)(%d+)(%)?)",function(e,o,n,c)if e==""then return a[tonumber(n)]..(o==""and c or"")else return"@"..o..n..c end end) end
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end
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Next, for each translatable string in your sources, use the `S` function
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(defined in the snippet) to return the translated string. For example:
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minetest.register_node("mymod:mynode", {
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-- Simple string:
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description = S("My Fabulous Node"),
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-- String with insertions:
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description = S("@1 Car", "Blue"),
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-- ...
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})
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Then, you create a `locale` directory inside your mod directory, and create
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a "template" file (by convention, named `template.txt`) with all the
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translatable strings (see *Locale file format* below). Translators will
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translate the strings in this file to add languages to your mod.
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[gettext]: https://www.gnu.org/software/gettext/
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