forked from SilverStudioGames/WTS
LoafyLemon
5c952fe7da
* Added language switch option (WIP) * Fixed translation generation cache cleanup * Fixed python strings being untranslatable (partially)
212 lines
6.9 KiB
Plaintext
212 lines
6.9 KiB
Plaintext
rpy python 3
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init python in cli:
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import os
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import collections
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import itertools
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from renpy.translation import quote_unicode
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from renpy.parser import elide_filename
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tl_file_cache = {}
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def open_tl_file(fn, mode):
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if fn in tl_file_cache:
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f = tl_file_cache[fn]
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if f.mode == mode:
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return f
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# elif not f.closed:
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# # PY 2 only
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# f.close()
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if not os.path.exists(fn):
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dn = os.path.dirname(fn)
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try:
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os.makedirs(dn)
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except Exception:
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pass
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f = open(fn, mode, encoding="utf-8")
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f.write(u"\ufeff")
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else:
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f = open(fn, mode, encoding="utf-8")
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tl_file_cache[fn] = f
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return f
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def scan_strings(strings, min_priority=0, max_priority=299, common_only=False):
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strings.sort(key=lambda s : s.sort_key)
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rv = [ ]
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seen = set()
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for s in strings:
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if s.priority < min_priority:
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continue
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if s.priority > max_priority:
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continue
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if common_only and not s.common:
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continue
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if s.text in seen:
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continue
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seen.add(s.text)
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rv.append(s)
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return rv
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def write_strings(language, strings):
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stl = renpy.game.script.translator.strings[language]
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stringfiles = collections.defaultdict(list)
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seen = set()
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nstrings = len(strings)-1
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for i, s in enumerate(strings):
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n = round(float(i)/(nstrings)*100)
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print("\rGenerating strings for {} ... Total progress:{} % ... Stage 2/2".format(language, n), end="")
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tlfn = renpy.translation.generation.translation_filename(s)
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if tlfn is None:
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continue
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if s.text in seen:
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continue
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seen.add(s.text)
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if language == "None" and tlfn == "common.rpy":
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tlfn = "common.rpym"
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stringfiles[tlfn].append(s)
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for tlfn, sl in list(stringfiles.items()):
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tlfn = os.path.join(renpy.config.gamedir, renpy.config.tl_directory, language, tlfn)
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f = open_tl_file(tlfn, mode="w")
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f.write(u"translate {} strings:\n".format(language))
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f.write(u"\n")
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for s in sl:
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original = s.text
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translation = stl.translate(s.text) # Keeps translated strings
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f.write(u" # {}:{}\n".format(elide_filename(s.filename), s.line))
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f.write(u" old \"{}\"\n".format(quote_unicode(original)))
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f.write(u" new \"{}\"\n".format(quote_unicode(translation)))
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f.write(u"\n")
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def retranslate():
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translator = renpy.game.script.translator
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generation = renpy.translation.generation
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scanstrings = renpy.translation.scanstrings
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parser = renpy.arguments.ArgumentParser()
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parser.add_argument("--rebuild", action="store_true", help="Rebuilds the translation pointers and adds missing entries.")
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parser.add_argument("--empty", action="store_true", help="When combined with rebuild parameter, it will insert an empty string into added entires. Does nothing on its own.")
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parser.add_argument("--clean", action="store_true", help="Removes translation files that are no longer present within the game files.")
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parser.add_argument("--dry", action="store_true", help="Simulates the removal of translation files that are no longer present within the game files.")
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parser.add_argument("--include-mods", action="store_true", help="Include mod files when generating translations.")
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args = parser.parse_args()
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scripts = generation.translate_list_files()
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if not args.include_mods:
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mods_dir = os.path.join(renpy.config.gamedir, "mods")
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scripts = [f for f in scripts if not f.startswith(mods_dir)]
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strings = []
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nscripts = len(scripts)-1
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for i, filepath in enumerate(scripts):
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n = round(float(i)/(nscripts)*100)
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for language in translator.languages:
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print("\rGenerating dialogues for {} ... Total progress:{} % ... Stage 1/2".format(language, n), end="")
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for _, trans in translator.file_translates[filepath]:
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trans_new = translator.language_translates.get((trans.identifier, language))
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filter = generation.null_filter
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if trans_new is None:
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if not args.rebuild:
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continue
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trans_new = trans
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if args.empty:
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filter = generation.empty_filter
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if hasattr(trans, "alternate") and (trans.alternate, language) in translator.language_translates:
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continue
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fp = os.path.relpath(filepath, renpy.config.gamedir)
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fp = os.path.join(renpy.config.gamedir, renpy.config.tl_directory, language, fp)
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f = open_tl_file(fp, mode="w")
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f.write(u"# {}:{}\n".format(trans.filename, trans.linenumber))
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f.write(u"translate {} {}:\n".format(language, trans.identifier.replace(".", "_")))
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f.write(u"\n")
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for n in trans.block:
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f.write(u" # " + n.get_code() + "\n")
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for n in trans_new.block:
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f.write(u" " + n.get_code(filter) + "\n")
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f.write(u"\n")
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strings.extend(scanstrings.scan_strings(filepath))
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strings = scan_strings(strings)
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for language in translator.languages:
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write_strings(language, strings)
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if args.clean:
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translations = [f for f in renpy.list_files() if f.startswith(renpy.config.tl_directory) and f.endswith((".rpy", ".rpym"))]
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for filepath in translations:
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fn = os.path.basename(filepath)
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fp = os.path.relpath(filepath, os.path.join(renpy.config.tl_directory, language))
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fp = os.path.join(renpy.config.gamedir, fp)
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if fp not in scripts:
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if fn == "common.rpy":
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continue
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if filepath in tl_file_cache:
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f = tl_file_cache.pop(tl_file_cache)
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f.close()
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if args.dry:
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print("Removal required: {}".format(filepath))
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else:
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os.unlink(filepath)
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os.unlink(filepath + "c")
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for f in list(tl_file_cache.values()):
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f.close()
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tl_file_cache.clear()
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return False
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renpy.arguments.register_command("retranslate", retranslate)
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