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* General proofreading for grammar and spelling * General formatting * Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
48 lines
1.3 KiB
GDScript
48 lines
1.3 KiB
GDScript
# For more information on localization,
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# search Godot's online documentation "Internationalization", or visit
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# https://docs.godotengine.org/en/latest/tutorials/i18n/index.html
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extends Panel
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func _ready() -> void:
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_print_intro()
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func _on_english_pressed() -> void:
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TranslationServer.set_locale("en")
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_print_intro()
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func _on_spanish_pressed() -> void:
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TranslationServer.set_locale("es")
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_print_intro()
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func _on_japanese_pressed() -> void:
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TranslationServer.set_locale("ja")
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_print_intro()
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func _on_russian_pressed() -> void:
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TranslationServer.set_locale("ru")
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_print_intro()
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func _on_play_audio_pressed() -> void:
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$Audio.play()
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func _print_intro() -> void:
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print_rich("\n[b]Language:[/b] %s (%s)" % [TranslationServer.get_locale_name(TranslationServer.get_locale()), TranslationServer.get_locale()])
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# In CSV translation, use the appropriate key in the Object.tr() function to fetch
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# the corresponding translation.
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# This is the same for scene nodes containing user-facing texts to be translated.
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print(tr(&"KEY_INTRO"))
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# CSV does not support plural translations. If you need pluralization, you must use PO instead.
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func _on_go_to_po_translation_demo_pressed() -> void:
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get_tree().change_scene_to_packed(load("res://translation_demo_po.tscn"))
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