Table of Contents

Class EditorTranslationParserPlugin

Namespace
Godot
Assembly
GodotSharpEditor.dll

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 _ParseFile(string) method in script.

The return value should be an Array of string[]s, 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.

string[]

using Godot;
                                  [Tool]
                                  public partial class CustomParser : EditorTranslationParserPlugin
                                  {
                                      public override Godot.Collections.Array<string[]> _ParseFile(string path)
                                      {
                                          Godot.Collections.Array<string[]> 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"];
                                      }
                                  }</code></pre><pre><code class="lang-csharp">// 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"]);</code></pre><b>Note:</b> If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the <code>path</code> argument using <xref href="Godot.ResourceLoader.Load(System.String%2cSystem.String%2cGodot.ResourceLoader.CacheMode)" data-throw-if-not-resolved="false"></xref>. This is because built-in scripts are loaded as <xref href="Godot.Resource" data-throw-if-not-resolved="false"></xref> type, not <xref href="Godot.FileAccess" data-throw-if-not-resolved="false"></xref> type. For example:
    <pre><code class="lang-csharp">public override Godot.Collections.Array<string[]> _ParseFile(string path)
    {
        var res = ResourceLoader.Load<Script>(path, "Script");
        string text = res.SourceCode;
        // Parsing logic.
    }

    public override string[] _GetRecognizedExtensions()
    {
        return ["gd"];
    }</code></pre>
    To use <xref href="Godot.EditorTranslationParserPlugin" data-throw-if-not-resolved="false"></xref>, register it using the <xref href="Godot.EditorPlugin.AddTranslationParserPlugin(Godot.EditorTranslationParserPlugin)" data-throw-if-not-resolved="false"></xref> method first.</p>
public class EditorTranslationParserPlugin : RefCounted, IDisposable
Inheritance
EditorTranslationParserPlugin
Implements
Inherited Members

Constructors

EditorTranslationParserPlugin()

public EditorTranslationParserPlugin()

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

_GetRecognizedExtensions()

Gets the list of file extensions to associate with this parser, e.g. ["csv"].

public virtual string[] _GetRecognizedExtensions()

Returns

string[]

_ParseFile(string)

Override this method to define a custom parsing logic to extract the translatable strings.

public virtual Array<string[]> _ParseFile(string path)

Parameters

path string

Returns

Array<string[]>