Add translation support#28
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This is now ready - however before merging, I will test this over the next couple of weeks as it is a big (but non-breaking!) change :) |
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I see that this is basically already implemented, but the PR has been open for a while and is still not merged. |
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Hi! I took some time out from open source but getting back into the swings of things now. I need to self-review this PR again and make a few minor adjustments - I aim to release within the next couple of weeks! |
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Looking at my calendar - targeting approximately mid-late June give or take a week Edited due to a couple of unexpected things cropping up! :) |
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Got free evenings over the next several days - cracking on with this from now! |
| # TODO: get from config | ||
| var base_path: String | ||
| var export_path: String |
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TODO: consider getting these from config
| return ParleyCharacter.new("", "Unknown") | ||
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| # TODO: add translation support here |
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TODO: double check this
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| ## Update localisation for all known Dialogue Sequences | ||
| func update_localisations(dialogue_sequences_to_register: Array[ParleyDialogueSequenceAst] = [], clean: bool = true) -> int: | ||
| # TODO: do we need to consider the translation mode? |
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TODO: double check this
Co-authored-by: Jonny Green <me+github@jonnydgreen.com>
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TODO: proof read this
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Update and plan of attack:
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Closes: #17
Changes
gettext