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authorRémi Verschelde <rverschelde@gmail.com>2019-05-21 14:32:01 +0200
committerRémi Verschelde <rverschelde@gmail.com>2019-05-21 14:38:46 +0200
commit92f67ceef329923a0d0e7c34c8ca389dd2b3c6bb (patch)
tree811180ae7c72aa932eabea9e507a330e59658d92
parent86f6d08923eebc9f88363effed66f4bdebacba79 (diff)
i18n: Skip unsupported locales for editor translations
Godot currently can't properly render scripts that require Right-To-Left and font shaping support, so we skip those. This is a temporary measure until these features are supported. Fixes #28577.
-rw-r--r--editor/editor_settings.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index cb40926ce3..79dcbca7a2 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -268,6 +268,11 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
String host_lang = OS::get_singleton()->get_locale();
host_lang = TranslationServer::standardize_locale(host_lang);
+ // Some locales are not properly supported currently in Godot due to lack of font shaping
+ // (e.g. Arabic or Hindi), so even though we have work in progress translations for them,
+ // we skip them as they don't render properly. (GH-28577)
+ const Vector<String> locales_to_skip = String("ar,bn,fa,he,hi,ml,si,ta,te,ur").split(",");
+
String best;
EditorTranslationList *etl = _editor_translations;
@@ -275,6 +280,15 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
while (etl->data) {
const String &locale = etl->lang;
+
+ // Skip locales which we can't render properly (see above comment).
+ // Test against language code without regional variants (e.g. ur_PK).
+ String lang_code = locale.get_slice("_", 0);
+ if (locales_to_skip.find(lang_code) != -1) {
+ etl++;
+ continue;
+ }
+
lang_hint += ",";
lang_hint += locale;