Translations: Fix typos and improve wording
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@ -40,7 +40,7 @@ see a different language.
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- [How does client-side translation work?](#how-does-client-side-translation-work)
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- [Marked text](#marked-text)
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- [Marked up text](#marked-up-text)
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- [Translation files](#translation-files)
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- [Format strings](#format-strings)
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- [Best practices and Common Falsehoods about Translation](#best-practices-and-common-falsehoods-about-translation)
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@ -50,10 +50,13 @@ see a different language.
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## How does client-side translation work?
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### Marked text
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### Marked up text
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The server needs to tell clients how to translate text. This is done by marking
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text as translatable using a translator function (`S()`), returned by
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The server needs to tell clients how to translate text. This is done by placing
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control characters in text, telling Minetest where and how to translate
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text. This is referred to as marked up text, and will be discussed more later.
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To mark text as translatable, use a translator function (`S()`), obtained using
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`minetest.get_translator(textdomain)`:
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```lua
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@ -70,18 +73,19 @@ file, translations are separated into textdomains, with a file per textdomain
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per language. The textdomain should be the same as the mod name, as it helps
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avoid mod conflicts.
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Marked text can be used in most places where human-readable text is accepted,
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Marked up text can be used in most places where human-readable text is accepted,
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including formspecs, item def fields, infotext, and more. When including marked
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text in formspecs, you need to escape the text using
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`minetest.formspec_escape`.
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text in formspecs, you need to escape the text using `minetest.formspec_escape`.
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When the client encounters marked text, such as that passed to `description`, it
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looks it up in the player's language's translation file. If a translation cannot
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be found, it falls back to the English translation.
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When the client encounters translatable text, such as that passed to
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`description`, it looks it up in the player's language's translation file. If a
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translation cannot be found, it falls back to the English translation.
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Marked text contains the English source text, the textdomain, and any additional
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arguments passed to `S()`. It's essentially a text encoding of the `S` call,
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containing all the required information.
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Translatable marked up text contains the English source text, the textdomain,
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and any additional arguments passed to `S()`. It's essentially a text encoding
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of the `S` call, containing all the required information.
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Another type of marked up text is that returned by `minetest.colorize`.
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{% include notice.html notice=page.marked_text_encoding %}
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@ -111,6 +115,9 @@ This tool will look for `S(` in your Lua code, and automatically create a
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template that translators can use to translate into their language.
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It also handles updating the translation files when your source changes.
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You should always put literal text (`"`) inside S rather than using a variable,
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as it helps tools find translations.
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## Format strings
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@ -157,7 +164,7 @@ S("Hello @1!", player_name) .. " " .. S("You have @1 new messages.", #msgs)
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Sometimes you need to know the translation of text on the server, for example,
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to sort or search text. You can use `get_player_information` to get a player's
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lang,uage and `get_translated_string` to translate marked text.
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language and `get_translated_string` to translate marked text.
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```lua
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local list = {
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@ -185,7 +192,7 @@ minetest.register_chatcommand("find", {
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The translation API allows making mods and games more accessible, but care is
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needed in order to use it correctly.
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Minetest is continuously improving, and the translation API is likey to be
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Minetest is continuously improving, and the translation API is likely to be
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extended in the future. For example, support for gettext translation files will
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allow common translator tools and platforms (like weblate) to be used, and
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there's likely to be support for pluralisation and gender added.
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