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Documentation update
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### Detailed list of changes
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* Added localization support to the application
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* Added localization support
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* Added Swedish translations
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* Dramatically improved start times for the video and slideshow screensavers on devices with poor disk I/O performance (like Android)
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* Added support for skipping the scanning of game system subdirectories (by using noload.txt files)
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TRANSLATIONS.md
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TRANSLATIONS.md
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# ES-DE Frontend - Translations
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This document is intended for translators who want to contribute localizations to ES-DE.
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Table of contents:
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[[_TOC_]]
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## Introduction
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ES-DE has full localization support which means it can be translated to different languages. Adding support for a new locale does however require some minor code changes, so if you're interested in translating to a new locale then you need to request support for it. The best approach is to join our Discord server where we have a dedicated translations channel:
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https://discord.gg/42jqqNcHf9
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Translation updates are handled manually via this Discord server. As some translators are not familiar with using tools such as Git it was deemed simplest to coordinate all translations there. It means you can upload your translations to the channel and they will be incorporated into the ES-DE source repository.
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## License and copyright
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ES-DE is released under the MIT license which is a permissive license that allows commercial use. Any translation work will as such be MIT licensed too. This is clearly indicated in the .po translation message catalog files that are used as the basis for the translation work. By contributing translations to ES-DE you'll also agree to transferring your copyright to the project, and to its parent company Northwestern Software AB. Although the majority of ES-DE users are running the free and fully open source desktop ports, there is also a paid Android app that is partially closed source. By transferring the copyright as indicated you'll not be able to claim monetary compensation for any sales of the Android app. The copyright owner is also clearly indicated in the .po translation message catalog files.
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## High level approach
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There are two types of translations in ES-DE, the first one is specific to Android and contains strings for the onboarding configurator and the second is using [gettext and libintl](https://www.gnu.org/software/gettext) to provide translations to the overall application.
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The Android-specific part is quite limited with only a few strings. You can find the latest English version of this file here:
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https://gitlab.com/es-de/emulationstation-de/-/blob/master/locale/android_strings.xml
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There is not much more to it when it comes to these strings, just translate them and provide the XML file via Discord and they will be added to the Android release.
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However the overwhelming majority of the translations are done using gettex/libintl, and the way this works is via so-called _message catalog files_ where there's one such file per supported locale. When adding support for a new locale such a file will be added to the ES-DE repository. These files which have the .po file extension (for _Portable Object_) can be found here:
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https://gitlab.com/es-de/emulationstation-de/-/tree/master/locale/po
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Note that all .po files are named after the locale. This is always in the form of _language code_ plus _country code_. For example _sv_SE.po_ where _sv_ is the language code for Swedish and _SE_ is the country code for Sweden. There are often country-specific variations. For example there's also an sv_FI locale for Swedish (Finland). If you want to add translations for a specific locale such as German (Austria) or English (United Kingdom) then this is therefore possible.
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When using ES-DE the specific locale you have configured in your operating systems will be searched for and applied, and if this does not exist then the default locale for your language will be selected such as falling back to sv_SE if you have sv_FI set as your language. If there is no support at all for your language then a fallback will take place to the default application language _English (American)_.
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You can test your translations quite easily as explained later in this document, and when you want to have your updates added to the ES-DE repository you can share the updated .po file in the Discord server.
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When working on translations it's also a good idea to refer to existing translations for other languages as they may provide useful insights for best approaches and such.
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## Tools
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It's highly recommended to use Poedit when working on translations. This tool is free and open source and is available on Linux, macOS and Windows:
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https://poedit.net
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Poedit can also compile the .mo files needed by ES-DE to apply the actual translations, so it's required in order to test your translations (unless you use the gettext utilities directly to compile the .mo file).
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## Translations in practice
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When support has been added to ES-DE for a certain language a corresponding .po file will be added to the ES-DE repository at the following location:
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https://gitlab.com/es-de/emulationstation-de/-/tree/master/locale/po
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You simply download this file and open it in Poedit to start working on your translations.
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The way gettext works is that there's a pair of _msgid_ and _msgstr_ entries per text string, and these will be presented as such inside Poedit. The _msgid_ string is the literal string in the default _English (American)_ locale as it's presented inside ES-DE. There is a slight exception for hinting as explained later in this document but in general you simply see the literal text that needs translations and then you add your own translation following this. An entry inside the .po file would look something like this:
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```
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msgid "Permission problems?"
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msgstr "Åtkomstproblem?"
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```
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This is for the Swedish translation in the sv_SE.po file.
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In addition to this some strings contain a _format specifier_. This makes it possible to define where a certain value should be placed inside a string. As the order of words differ between languages this is important. But most often it's simply used to parse the actual string that will be visible inside the application. Here's an example to clarify:
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```
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#, c-format
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msgid "ERROR LAUNCHING GAME '%s' (ERROR CODE %i)"
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msgstr "KUNDE INTE STARTA SPELET '%s' (FELKOD %i)"
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```
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The amount and types of format specifiers in the translated msgstr string must match the source msgid string exactly, or otherwise you'll not be able to compile to .po file and your translations won't work.
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Finally there are plural entries where there are different translations based on the numerical amount parsed into the string. The following example will select _%i VALD_ if it's singular and _%i VALDA_ if it's plural in Swedish, even though there is no distinction between the two in the English language:
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```
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#, c-format
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msgid "%i SELECTED"
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msgid_plural "%i SELECTED"
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msgstr[0] "%i VALD"
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msgstr[1] "%i VALDA"
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```
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If you're translating to a language where there is no distinction between the two then you simply set the same value for both entries. If using Poedit all this will be easily handled by the user interface where you'll have separate tabs for the singular and plural entries.
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## Contextual hinting
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As there is sometimes ambiguity regarding translated strings, such as the same word having different meanings depending on the context, there is hinting added to a number of the translation strings. There is a slight variation to this as well where short versions of strings are also hinted as for some languages they would otherwise not fit inside the user interface. This is really a per-case thing and you'll need to test your translations to see what fits inside the interface and what doesn't. If you need a hinted string added that does not already exist then bring it up in the Discord server and it will get added to the application.
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Here's an example of a contextual hint that is applicable for the Swedish language:
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```
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msgid "COMPLETED"
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msgstr "SLUTFÖRD"
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```
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```
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msgid "COMPLETED [metadata]"
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msgstr "GENOMSPELAT"
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```
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In general _completed_ is translated as _slutförd_ but for example when having played through an entire game (as indicated in the metadata editor for the game) the word _genomspelat_ makes more sense as this literally translates to "played through". Although you could use _slutförd_ for a completed game this sounds pretty strange in Swedish.
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However the English translations for this would be identical as there is no real distinction there:
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```
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msgid "COMPLETED [metadata]"
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msgstr "COMPLETED"
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```
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```
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msgid "COMPLETED"
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msgstr "COMPLETED"
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```
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The hints should never be translated literally, anything inside square brackets should be left out. Here's an example for an English short version string to clarify:
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```
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msgid "GAMES DEFAULT SORT ORDER"
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msgstr "GAMES DEFAULT SORT ORDER"
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```
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```
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msgid "GAMES DEFAULT SORT ORDER [short]"
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msgstr "DEFAULT SORT ORDER"
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```
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The short version of this string was required as it would otherwise not fit inside the menu header. Note that short strings may only be required for some specific languages, so again you need to test it to see whether you actaully need to provide a short translation or not.
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## Testing your translations
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You can have Poedit compile the binary .mo file whenever you save a .po file. The .mo file (for _Machine Object_) is what ES-DE actually uses to load the translations, i.e. the source .po file is not used when running the application. If not enabled for your setup then you can find this setting inside the Poedit Preferences screen, where it's named _Automatically compile MO file when saving_.
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In order to have the .mo file loaded in ES-DE simply create the following directory in your ES-DE application data directory:
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```
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ES-DE/resources/locale/<locale code>/LC_MESSAGES
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```
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Then place your .po file there and open it using Poedit. Whenever you save the .po file the .mo file will get generated in the same directory, such as the following example:
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```
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ES-DE/resources/locale/sv_SE/LC_MESSAGES/sv_SE.mo
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ES-DE/resources/locale/sv_SE/LC_MESSAGES/sv_SE.po
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```
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When there's an .mo file stored there it will override the bundled .mo file and ES-DE will use your local copy instead. This way you can easily test your own translations without having to build ES-DE from source code. Note that you need to restart ES-DE anytime you've compiled a new .mo file.
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Also note that this will not work unless support for your language has already been explicitly added to ES-DE.
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