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{{../../header}}
 
{{../../header}}
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===Translation===
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The translation API lets you translate your mod, and include all languages in one release package for SMAPI to use automatically based on the game language.
The translation API lets you translate your mod into the player's current language, accounting for locale fallback automatically (e.g. if a translation isn't available in <tt>pt-BR.json</tt>, SMAPI will check <tt>pt.json</tt> and <tt>default.json</tt>). Translations can be a simple string, or they can include tokens to inject values into the translation.
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<dl>
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==Overview==
<dt>File structure</dt>
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SMAPI reads translations from files in your mod folder. When you request a translation, it will automatically handle locale fallback (e.g. if a translation isn't available in <tt>pt-BR.json</tt>, SMAPI will check <tt>pt.json</tt> and <tt>default.json</tt>). Translations can be a simple string, or they can include tokens to inject values into the translation.
<dd>SMAPI reads translations from JSON files in a structure like this:
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==i18n folder==
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===File structure===
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SMAPI reads translations from JSON files in an <tt>i18n</tt> subfolder in your mod folder:
 
<pre>
 
<pre>
 
YourMod/
 
YourMod/
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</pre>
 
</pre>
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The <tt>default.json</tt> file should contain a flat key→value lookup with your default text. Each key is case-insensitive, and can contain alphanumeric, underscore, hyphen, and dot characters. Feel free to add JavaScript comments to organise or document your translations. For example:
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The <tt>default.json</tt> file includes the default text that will be shown if a more specific translation isn't available, and you create a separate file for each language. Each translation file should have one of these file names:
<source lang="javascript">
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{
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    // example translations
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    "item-type.label": "Item type",
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    "item-type.fruit-tree": "{{fruitName}} tree",
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}
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</source>
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You can then add translation files for each language you want to support, by copying the <tt>default.json</tt> file and translating its values. Each translation file should have one of these file names:
      
{| class="wikitable"
 
{| class="wikitable"
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| Spanish
 
| Spanish
 
| <tt>es.json</tt>
 
| <tt>es.json</tt>
|}</dd>
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|}
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<dt>Reading translations</dt>
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===File format===
<dd>Once your i18n files are set up, you can read translations for the current locale:
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Each <tt>.json</tt> file should contain a flat key→value lookup with your default text. Each key is case-insensitive, and can contain alphanumeric, underscore, hyphen, and dot characters. Feel free to add JavaScript comments to organise or document your translations. For example:
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<source lang="javascript">
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{
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    // example translations
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    "item-type.label": "Item type",
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    "item-type.fruit-tree": "{{fruitName}} tree",
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}
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</source>
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The <code><nowiki>{{fruitName}}</nowiki></code> in the above example is a token. You can add any tokens you want (each having only letters in the name), and replace them with a different value in code (see [[#Reading translations|''reading translations'']] below).
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===Tips for translators===
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* Save i18n files with UTF-8 encoding to avoid broken symbols in-game.
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* Type <code>reload_i18n</code> into the SMAPI console and hit enter to reload translations without exiting the game. (If a mod internally cached a translation, it may not be updated.)
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==Reading translations==
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Once your i18n files are set up, you can read translations for the current locale:
 
<source lang="c#">
 
<source lang="c#">
 
// read a simple translation
 
// read a simple translation
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i18n.Get("item-type.fruit-tree", new { fruitName = i18n.Get("apple") });
 
i18n.Get("item-type.fruit-tree", new { fruitName = i18n.Get("apple") });
</source></dd>
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</source>
 
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<dt>Tips for translators</dt>
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<dd>
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* Save i18n files with UTF-8 encoding to avoid broken symbols in-game.
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* Type <code>reload_i18n</code> into the SMAPI console and hit enter to reload translations without exiting the game. (If a mod internally cached a translation, it may not be updated.)
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</dd>
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</dl>
 
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