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| == the toplevel [language] tag == | | == the toplevel [language] tag == |
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− | Each [language] tag represents one language. | + | Each [language] tag represents one language. Languages are selected by pressing the "Language" button in the title screen. |
− | Languages are selected by pressing the "Language" button in-game. | |
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− | If you are just trying to make a language, then open the file '''data/sample-translation.cfg''', then translate all the
| + | The following keys and tags are recognized in [language] tags: |
− | pink text into another language
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− | (See [[WesnothTranslations]] for information on how to submit your translation).
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− | The purpose of this wiki, however, is to explain how the internationalization system works.
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− | (Note: this wiki is currently incomplete)
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− | == the Wesnoth internationalization system ==
| + | * '''name''': The name of this language. |
− | | + | * '''sort_name''': A name which will be used when sorting all the languages alphabetically. |
− | In the Wesnoth internationanization system, each tag that has keys with displayed text values is given an
| + | * '''locale''': The locale corresponding with this language. |
− | internationalization key, or an ''ID''.
| + | * '''dir''': The direction of text in this language, possible values ''ltr'' (default left-to-right) and ''rtl'' (right-to-left). |
− | For example, the [scenario] tag has the key ''name'' which is a text value, and this value is displayed in the game.
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− | So each [scenario] tag is given an ID, which is used to translate this text in different languages.
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− | Most internationalized tags have the key ''id//; the value of ''id'' is the tag's ID.
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− | However, the tag [unit] (see [[UnitWML]]) uses the key ''name'' in place of ''id''.
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− | Important: since keys are not allowed to have spaces, all spaces should be removed when entering a key.
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− | However, several IDs use underbars instead of spaces; underbars should not be removed.
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− | == Internationalization attributes ==
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− | | |
− | One type of internationalization attribute is the attribute '''''id//=//translation'''''.
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− | This attribute is interpreted as meaning that all tags with ID ''id'' should have their main text interpreted as
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− | ''translation''.
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− | For example, the attribute '''Elves_Besieged="Elves Besieged"|| means that the scenario with ||id=Elves_Besieged''' should
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− | use the name "Elves Besieged" in the translation.
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− | | |
− | However, some internationalized tags have multiple text attributes.
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− | An example is [scenario], which has the name of the scenario, and the scenario objectives.
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− | If the key ''key'' is not the main text of its tag, it is interpreted using the attribute
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− | == ''id//_//key//=//translation'' ==.
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− | For example the key '''Crossroads_objectives''' describes the scenario objectives for Crossroads.
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− | | |
− | A list of tags which have IDs:
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− | * [campaign] main text: ''name//. Also, ''difficulty_descriptions//, which is written as ''difficulties''. See [[CampaignWML]] | |
− | * [scenario] main text: ''name//. Also, ''objectives''. See [[ScenarioWML]]
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− | * [unit] main text: ''name//. Also, ''description''. See [[UnitWML]] | |
− | * [message] main text: ''message''. See [message], [[InterfaceActionsWML]]
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− | * [object] main text: ''message''. See [object], [[DirectActionsWML]]
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− | * [terrain] main text: ''name''. See [[TerrainWML]]
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− | | |
− | Another type of internationalization attribute: '''''type//_//specific//=//translation'''''.
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− | ''type'' is a type of text; ''specific'' is which text.
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− | For example the attribute '''ability_cures="cures"''' would translate the ability "cures" as "cures".
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− | | |
− | The following are values for ''type'':
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− | * "ability" ''specific'' is the name of an ability (See [[AbilitiesWML]]).
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− | The translation will be displayed on the Status Table.
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− | * "action" ''specific'' is a UI action, for example "Recruit".
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− | The translation will be displayed as an option on a menu.
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− | See [[ThemeWML]] for a list of UI actions, and for information on menus.
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− | * "weapon_name" ''specific'' is the name of a unit's weapon.
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− | All weapons with '''name=''specific//''' (see [[AttackWML]]) will be displayed on the Status Table as ''translation''.
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− | * "weapon_special" a weapon specialty, displayed in the Status Table under the weapon's name. See [[AbilitiesWML]]
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− | | |
− | Another type: '''''tooltip//_description=//translation'''''.
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− | Whenever the player's cursor is over the word ''tooltip//, ''translation'' will be displayed as a tooltip.
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− | | |
− | The following types of text can have tooltips:
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− | * (non-weapon) abilities. See [[AbilitiesWML]]
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− | * alignments. See [[TimeWML]]
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− | * status modifications. See [[SingleUnitWML]]
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− | * '''weapon_special_''weapon-special'''''. See [[AbilitiesWML]]
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− | | |
− | In addition to internationalization attributes, the following keys are recognized:
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− | * ''language'' the name of the language (in the language).
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− | This is displayed when selecting a translation.
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− | * ''id'' the internationalization key of the language
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| == See Also == | | == See Also == |