102 lines
5.6 KiB
Markdown
102 lines
5.6 KiB
Markdown
# ludic.i18n
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A game in any language, from gettext files anyone can add. English is the source and stays in the
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code: nothing here, and nothing a translator does, rewrites a string in the game. A language is a
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`.po` keyed by the English exactly as the game draws it, and text is translated at the moment it is
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drawn, so a string that reaches the screen is covered wherever it was built. Uses nothing - not
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even `ludic.base`; the font atlas and the mod folder are the game's, through a port.
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```ludic
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import "ludic.i18n"
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i18n_use("tr") # from settings; the atlas follows
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ov_text(x, y, 16, L("Settings"), ...)
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ov_text(x, y, 16, L(`Day {day}`), ...) # "Day {1}" in the file matches "Day 12"
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ov_text(x, y, 16, Ln("{1} trout", "{1} trout", n), ...)
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```
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## Where languages come from
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Later ones replace earlier ones with the same code:
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- `<dir>/languages.txt` - the ones that ship, one code per line (`#` a comment), each `<dir>/<code>.po`.
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- every `*.po` in the mod folder the port names - a player drops a file in and picks it. No build.
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`X-Language-Name` in the header is what a menu shows; `X-Font` names a font atlas directory beside
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the `.po`, for a script the default atlas does not carry; `Plural-Forms` picks the plural rule.
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## What a msgid can be
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- `"Hold to break off deadwood"` - an exact string.
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- `"Day {1}"` -> `"{1}. Gün"` - a pattern: the English around the holes must match, the holes are
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whatever the game put there, and a translation may reorder or drop them. A hole's own text is
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translated too when the file knows it - an item name, or "a deer" with its English article taken
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off. Of several patterns that match, the one pinning down the most English wins.
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- A paragraph the game assembled from sentences is tried whole, then a sentence at a time; the
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padding a layout put round a word (" owned") is taken off and put back.
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- `msgid_plural` / `msgstr[k]` - `Ln(one, many, n)`, by the file's `Plural-Forms`.
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Whatever has no translation draws in English, so a partial file is always playable.
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## Keys (phase 26: the form that replaces English in the code)
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A key names what a text is FOR (`pause.resume`), and `assets/lang/en.po` says what it says in English,
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like any other language. A key travels as a string with a marker byte in front (the compiler's
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`k"pause.resume"` is exactly that; `kn"..."` a plural key), so code that makes text never takes the
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language's state: the text is made where it is drawn, by `L`.
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```ludic
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L(tr(k"pause.resume")) # "Resume"; "Devam" in Turkish
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L(trf(k"catch.saw", tr(k"species.elk.a_name"), "5:30", "", "")) # "You saw an elk at 5:30."
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L(trn(kn"pack.items", n, "", "", "")) # "{1} items" by the language's plural rule
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```
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- A key's text is the language in use's, else en.po's (read from the languages' directory the first
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time a key is asked for), else the key itself - `[[key]]` in a developer's build (`i18n_loud`),
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said once.
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- Holes `{1}` .. `{4}` take `trf`'s arguments in the language's own order; an argument that is a key
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is made into its text first. A plural's count is `{1}`.
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- A string with no marker takes the English path below, so a game moves over a file at a time.
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## Config and port
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```ludic
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i18n_config(dir, default_font) # "assets/lang", "assets/kit/font" unless said
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port I18nWorld {
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mod_dir: fn() -> string # a player's own .po files; "" none (the default)
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forced: fn() -> string # a code that wins over the one asked for (a test); "" none
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font_ready: fn() -> bool # is there an overlay to load an atlas into (default no)
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set_font: fn(string) -> bool # load that atlas directory
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}
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```
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## API
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| --- | --- |
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| `L(s) -> string` | what the game draws, in the language in use (cached) |
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| `Ln(one, many, n) -> string` | a count's form, with `{1}` the count; English is one for 1, many otherwise (the old form) |
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| `tr(k: Key)`, `trf(k: Key, a, b, c, d)`, `trn(k: Key, n, a, b, c) -> string` | a key (`k"..."`), a key with its holes' arguments, a plural key (`kn"..."`) by `n`: made into text by `L` |
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| `i18n_key(name)`, `i18n_key_plural(name)`, `key_text(k)`, `i18n_is_key(s)` | a key named at run time, its name without the marker, whether a string is one |
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| `i18n_base_text(text)`, `i18n_loud(on)` | the base (en.po) from text, for a test; a developer's build's loud missing key |
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| `i18n_init()`, `i18n_count()`, `i18n_index(code)`, `i18n_code_at(i)`, `i18n_name_at(i)`, `i18n_font_at(i)`, `i18n_mod_dir()` | the languages found, "en" first |
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| `i18n_use(code)`, `i18n_off()`, `i18n_on()`, `i18n_current()` | choosing one; whether anything is translating |
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| `i18n_font_base(dir)`, `i18n_font_now()` | the atlas the overlay was opened with, and the one it has now |
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| `i18n_load_text(text)`, `i18n_parse(text) -> []PoEntry`, `i18n_header(text, field)` | a `.po` from text, outright |
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| `i18n_exact_count()`, `i18n_pattern_count()`, `i18n_plural_rule()`, `i18n_plural_form(rule, n)`, `PL_*` | what the file gave |
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| `i18n_find`, `i18n_starts`, `i18n_ends` | the byte helpers, for a game that wants them |
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## Keeping an extractor working
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A game's extractor finds the English by reading its own source for literals (Maroon Lake's
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`tools/i18n/extract.py`); nothing here changes what it reads. Build sentences a translator can
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find: one template literal with holes, not fragments glued with `+`.
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## Tests
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```bash
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ludic test packages/ludic.i18n
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```
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A shipped list and a mod folder in the temp directory: exact lines, patterns with translated holes
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and articles, paragraphs, padding, plurals (a Russian-shaped rule), the font and its fallback, a mod
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replacing a shipped code, a forced code, and English untouched.
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