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== Stringtable.xml ==
{{TOC|side}}
{{Feature|informative|[[Stringtable.xml]] was introduced with {{arma1}}. For {{ofp}}, see [[Stringtable.csv]].}}
String tables are used to make internationalization easier for the game. They are used in addons, missions, and scripts, and are located in the root of the mission or addon folders.
String tables are used to make internationalization easier for the game. They are used in addons, missions, and scripts, and are located in the root of the mission or addon folders.


Any strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages. Instead of using strings directly in the code, you are using a variable. This variable will then contain the actual string, read from stringtable.xml, with the language that's being read depending on the game settings.
Any strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages. Instead of using strings directly in the code, you are using a variable. This variable will then contain the actual string, read from stringtable.xml, with the language that is being read depending on the game settings.


===== Example Format =====
 
<syntaxhighlight lang="cpp">
== Stringtable Editors ==
 
It is strongly recommended to use a tool to edit the XML file;
a selection of Stringtable [[:Category:Community Tools|Community Tools]] can be found in the [[:Category:Community Tools#Localisation Tools|Community Tools - Localisation Tools]] page section.
 
 
== Example ==
 
<spoiler text="Show Stringtable.xml example">
<syntaxhighlight lang="xml">
<?xml version="1.0" encoding="utf-8" ?>
<?xml version="1.0" encoding="utf-8" ?>
<Project name="Any Name">
<Project name="Any Name">
<Package name="Mission One">
<Package name="Mission One">
<Container name="Some Words">
<Container name="Some Words">
<Key ID="str_myTag_Yes">
<Key ID="STR_TAG_Yes">
<Original>yes</Original>
<Original>yes</Original>
<English>yes</English>
<English>yes</English>
Line 23: Line 33:
<Korean>네</Korean>
<Korean>네</Korean>
<Japanese>はい</Japanese>
<Japanese>はい</Japanese>
                <Chinesesimp>是</Chinesesimp>
<Chinesesimp>是</Chinesesimp>
                <Chinese>是(繁體)</Chinese>
<Chinese>是(繁體)</Chinese>
</Key>
</Key>
<Key ID="str_myTag_No">
<Key ID="STR_TAG_No">
<Original>no</Original>
<Original>no</Original>
</Key>
</Key>
</Container>
</Container>
<Container name="Another Container">
<Container name="Another Container">
<Key ID="str_myTag_another_key">
<Key ID="STR_TAG_formatted">
<Original></Original>
</Key>
<Key ID="str_myTag_formatted">
<Original>Hello, %1.</Original>
<Original>Hello, %1.</Original>
</Key>
</Key>
<Key ID="str_myTag_structured">
<Key ID="STR_TAG_structuredText">
<Original>Some text &amp;lt;t color='%1'&amp;gt;%2&amp;lt;/t&amp;gt;</Original>
<Original>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</Original>
</Key>
</Key>
</Container>
</Container>
Line 44: Line 51:
</Project>
</Project>
</syntaxhighlight>
</syntaxhighlight>
</spoiler>


'''Good practice:'''
{{Feature|informative|{{hl|Package}} and {{hl|Container}} "groups" are only helpful for organisation and have no impact on the translations; use them for your own sanity.}}
* Replace ''myTag'' in str_myTag_someKey with your OFPEC tag or other means of personal identification so other addon and mission string names won't collide, potentially breaking your mission
{{Feature|important|[[Stringtable.xml]] must be saved with '''UTF-8 Encoding''' for international characters to display and save correctly.}}
* Package and container names appear to only be for organizational use; use them for your own sanity
{{Important|
Stringtable.xml must be saved with '''UTF-8 Encoding''' for international characters to display and save correctly!}}




===== Naming Key IDs =====
== Supported Languages ==
If you are planning to use your <tt>stringtable.xml</tt> with scripts only, there are no rules in regards to naming format of Key IDs. [[localize]] and [[isLocalized]] will work with any name, as long as it matches Key ID name in <tt>stringtable.xml</tt>. For example:


<syntaxhighlight lang="cpp">
{|
// stringtable.xml
! {{arma2}} &amp; {{arma2oa}}
<?xml version="1.0" encoding="utf-8" ?>
! {{arma3}}
<Project name="Any Name">
|-
<Package name="Mission One">
| style="vertical-align: top" |
<Container name="Some Words">
 
<Key ID="myCrazyNameTag">
{| class="wikitable"
<Original>wuga wuga</Original>
! className
</Key>
! In-game name
</Container>
! Note
</Package>
|-
</Project>
| English
</syntaxhighlight>
| '''English'''
|
|-
| Czech
| '''Čeština'''
|
|-
| French
| '''Français'''
|
|-
| Spanish
| '''Español'''
|
|-
| Italian
| '''Italiano'''
|
|-
| Polish
| '''Polski'''
|
|-
| Russian
| '''Русский'''
|
|-
| German
| '''Deutsch'''
|
|-
| Hungarian
| '''Magyar'''
| Partially supported
|-
| Portuguese
| '''Portuguese'''
| Not available in-game
|}


<code>{{codecomment|// some script}}
| style="vertical-align: top" |
[[hint]] [[str]] [[isLocalized]] "myCrazyNameTag"; {{codecomment|// true}}
[[hint]] [[str]] [[localize]] "myCrazyNameTag"; {{codecomment|// "wuga wuga"}}</code>


However, if you are also going to use <tt>stringtable.xml</tt> with configs, you '''must''' use special prefix <tt>$STR</tt> (dollar sign $ followed by uppercase STR) to reference Key ID in config. The Key IDs in <tt>stringtable.xml</tt> will have to start with "str" or "STR" accordingly, case doesn't matter here.
{| class="wikitable"
{{Informative|By convention, an underscore <tt>_</tt> is added to the prefix <tt>STR_</tt> (<tt>$STR_</tt>). It provides clarity and makes <tt>stringtable.xml</tt> universally compatible with both scripts and configs.}}
! className
For example:
! In-game name
! Note
|-
| English
| '''English'''
|
|-
| Czech
| '''Čeština'''
|
|-
| French
| '''Français'''
|
|-
| Spanish
| '''Español'''
|
|-
| Italian
| '''Italiano'''
|
|-
| Polish
| '''Polski'''
|
|-
| Portuguese
| '''Português do Brasil'''
|
|-
| Russian
| '''Русский'''
|
|-
| German
| '''Deutsch'''
|
|-
| Korean
| '''한국어'''
|
|-
| Japanese
| '''日本語'''
|
|-
| Chinese
| '''繁體中文'''
| Chinese Traditional
|-
| Chinesesimp
| '''简体中文'''
| Chinese Simplified
|-
| Turkish
| '''Türkçe'''
|
|-
| Swedish
| {{n/a}}
| rowspan="9" | Cannot be set in-game.<br>Edit '''arma3.cfg''' to use that language.
|-
| Slovak
| {{n/a}}
|-
| SerboCroatian
| {{n/a}}
|-
| Norwegian
| {{n/a}}
|-
| Icelandic
| {{n/a}}
|-
| Hungarian
| '''Magyar'''
|-
| Greek
| {{n/a}}
|-
| Finnish
| {{n/a}}
|-
| Dutch
| {{n/a}}
|}


<syntaxhighlight lang="cpp">
|}
// stringtable.xml
<?xml version="1.0" encoding="utf-8" ?>
<Project name="Any Name">
<Package name="Mission One">
<Container name="Some Words">
<Key ID="STR_myKey">
<Original>Hey there</Original>
</Key>
</Container>
</Package>
</Project>
</syntaxhighlight>


<syntaxhighlight lang="cpp">
=== Unsupported language English in stringtable ===
// config entry
class Test
{
word = $STR_myKey;
};
</syntaxhighlight>
<code>[[hint]] [[str]] [[getText]] ([[configFile]] >> "Test" >> "word"); {{codecomment|// "Hey there"}}</code>


See [[Crash_Files#Common_Errors_and_Warnings|Common Errors and Warnings]].


== Supported languages ==


=== {{arma3}} ===
== Key Naming Convention ==
* English
* Czech
* French
* Spanish
* Italian
* Polish
* Portuguese
* Russian
* German
* Korean (region exclusive)
* Japanese (region exclusive)
* Chinese 繁體中文 (Chinese Traditional)
* Chinesesimp 简体中文 (Chinese Simplified)


=== {{arma2oa}} ===
Same as [[Identifier#Recommendations|global variables]], it is recommended to use a '''{{Color|purple|TAG}}''' to prevent translation collision between mods (e.g {{hl|STR_{{Color|purple|TAG}}_helloThere}}).
* English
* Czech
* French
* Spanish
* Italian
* Polish
* Russian
* German




== Usage ==
== String Formats ==


==== Scripts ====
Strings stored in the stringtable can be in the following formats:
A string from [[Stringtable.xml]] can be retrieved and used in a script by using the [[localize]] command:
* Normal text, such as {{hl|Hello there}}
* [[format]] text, such as {{hl|Hello %1}}
* [[Structured Text]], such as {{hl|c= <t size='2'>Hello</t> there}}, '''but''':<br><!--
-->{{Feature | important | The HTML tag characters {{hl|&lt;}} and {{hl|&gt;}} must respectively be encoded as {{hl|&amp;lt;}} and {{hl|&amp;gt;}}.}}<!--
-->{{hl|c= <t size='2'>Hello</t> there}} would then become {{hl|c= &amp;lt;t size='2'&amp;gt;Hello&amp;lt;/t&amp;gt; there}}.


<code>[[hint]] [[localize]] "str_myTag_Yes";</code>


<code>"Marker1" [[setMarkerTextLocal]] [[localize]] "str_myTag_SeizeTheTown";</code>
== Usage ==


[[hint]] [[format]] [ [[localize]] "str_myTag_formatted", "Dave" ]; {{codecomment|// "Hello, Dave."}}
=== Script ===
{{codecomment|// str_myTag_formatted: <Original>Hello, %1.</Original>}}


A translation can be retrieved and used in a script by using the [[localize]] command:
<sqf>
hint localize "STR_TAG_Yes"; // returns "Yes" in English, "Oui" in French, etc.
hint format [localize "STR_TAG_formatted", name player];
hint localize "str_TAG_structuredText"; // casing in scripting does not matter
</sqf>


The stringtable can also hold [[Structured Text]] xml tags, if the tag characters &lt; &gt; are encoded as {{Inline_code| &amp;lt; &lt; }} and {{Inline_code| &amp;gt; &gt; }}  [http://www.w3schools.com/html/html_entities.asp see: HTML Entities]
=== Config ===


<code>[[hint]] [[parseText]] [[format]] [ [[localize]] "str_myTag_structured", "#FF0000", "with Color!" ]; //show 'with Color!' in Red
Whether it is in [[Description.ext]], [[Campaign Description.ext]], Dialogs etc., a translated [[Config]] entry '''must''' use the {{hl|$}} prefix (to an '''uppercase''' {{hl|STR}}) for the engine to look the translation key up:
&nbsp;
{{codecomment|// str_myTag_structured: <English>Some text &amp;lt;t color{{=}}'%1'&amp;gt;%2&amp;lt;/t&amp;gt;</English>}}
{{codecomment|// after format & parseText: Some text <t color{{=}}'#FF0000'>with Color!</t>}}</code>


<syntaxhighlight lang="cpp">
onLoadName = "$STR_TAG_missionName";
overviewText = "$str_TAG_overviewText"; // invalid, will display "$str_TAG_overviewText" (with the $ sign)
onLoadMission = $STR_TAG_loadMissionText; // works without quotes but this is NOT recommended
</syntaxhighlight>


==== Description.ext ====
The preprocessor will replace {{hl|$STR}} entries with their corresponding Stringtable value.
Stringtable values can be used in the [[Description.ext]] config by typing the key as such, {{Inline_code| $STR_myTag_keyName }}, and without quotation marks; these will be replaced by the preprocessor:


<code>onLoadName = $STR_myTag_missionName;
==== Translated Sounds ====
onLoadMission = $STR_myTag_loadMissionText;
The Stringtable can be used to use different voices depending on the user's language setting:
overviewText = $STR_myTag_overviewText;
<syntaxhighlight lang="cpp">
overviewPicture = $STR_myTag_overviewImage;</code>
class CfgRadio
{
class TAG_V01
{
name = "$STR_TAG_V01_name";
sound[] = { "$STR_TAG_V01_path", 1, 1 };
title = "$STR_TAG_V01_subtitle";
};
};
</syntaxhighlight>
the Stringtable's entries looking like this:
<syntaxhighlight lang="xml">
<Key ID="STR_V01_name">
<English>"Hello There" by OWK</English>
<French>"Salut à tous" par OWK</French>
</Key>
<Key ID="STR_V01_path">
<English>Sound\EN\v01.ogg</English>
<French>Sound\FR\v01.ogg</French>
</Key>
<Key ID="STR_V01_subtitle">
<English>Hello There!</English>
<French>Salut à tous !</French>
</Key>
</syntaxhighlight>
Then using it in-game:
<sqf>player sideRadio "TAG_V01";</sqf>


=== Editor ===


==== Dialogs ====
In markers and other [[:Category:Eden Editor|Eden Editor]] fields (e.g Mission Name), translation keys should be prefixed with {{hl|@}}, without any quotes around - e.g {{hl|@STR_myMarkerName}}. Casing does not matter here.
As with Description.ext, the preprocessor will replace the values in configs as long as the key name is formatted correctly (see above) :


<code>class RscText_1012: RscText
{
idc = 1012;
text = $STR_myTag_someLabelText;
tooltip = $STR_myTag_someTip;
};</code>


== Multiplayer ==


==== CfgRadio ====
[[Multiplayer Scripting]] should consider that the translation implementation ''should'' ideally happen client-side; clients and server are likely to be configured in a different language, as a server-side call to [[Multiplayer Scripting#Locality|global effect]] text commands (such as [[setMarkerText]]) would set the text in the server's language to everyone.
Stringtable entries can also be used for sounds and radio sentences in [[Description.ext#cfgRadio|CfgRadio]], also residing in Description.ext:


<code>class CfgRadio
Example of client-side translation of a server message:
<sqf>
// Server-side
if (isServer) then
{
{
sounds[] = {};
[nil, nil, rHINT, localize "STR_TAG_myMessage"] call RE; // Arma 2 - server language
class RadioMsg1
[nil, nil, rSPAWN, { hint localize "STR_TAG_myMessage" }] call RE; // Arma 2 - client language
["STR_TAG_myMessage"] remoteExecCall ["TAG_fnc_localHint"]; // Arma 3
};
 
// Client-side executed function
TAG_fnc_localHint = {
if (hasInterface) then
{
{
name = "";
// hintSilent parseText (localize _this); // Arma 2
sound[] = { $STR_myTag_sound_RadioMsg1, db-100, 1.0 };
hintSilent parseText (_this call BIS_fnc_localize); // Arma 3
title = $STR_myTag_RadioMsg1;
};
};
};
};
{{codecomment|// str_myTag_sound_RadioMsg1: <English>\sound\radiomsg1_en.ogg</English>
</sqf>
// <Czech>\sound\radiomsg1_cz.ogg</Czech>
 
// str_myTag_RadioMsg1: <English>I am ready for your orders.</English>}}</code>


== Commands & Functions ==


==== Multiplayer ====
See also [[:Category:Command Group: Localization|Command Group: Localization]]:
{{Important|'''Multiplayer Scripts''' should consider their translation implementation when clients and server are likely in varied localizations, and mindful of commands with global effects (such as [[setMarkerText]] for example)}}


A string name could be passed to all clients for localized display:
* {{GVI|ofp|1.00|size= 0.75}} [[localize]]
<code>{{codecomment|// Server}}
* {{GVI|arma3|0.50|size= 0.75}} [[isLocalized]]
[[if]] ([[isServer]]) [[then]] {
* {{GVI|arma3|1.00|size= 0.75}} [[BIS_fnc_localize]]
["str_myTag_myMessage","TAG_fnc_localHint"] [[call]] [[BIS_fnc_MP]];
* {{GVI|arma3|2.02|size= 0.75}} [[getTextRaw]]
};</code>
* {{GVI|arma3|2.04|size= 0.75}} [[diag_localized]]
<code>{{codecomment|// Clients}}
TAG_fnc_localHint = {
[[if]] ([[not]] [[isDedicated]]) [[then]] {
[[hintSilent]] [[parseText]] ([[localize]] [[_this]]);
};
};</code>




[[Category:BIS_File_Formats]]
[[Category:BIS File Formats]]
[[Category:Arma 3: Editing]]
{{GameCategory|arma1|Editing}}
{{GameCategory|arma2|Editing}}
{{GameCategory|arma3|Editing}}

Latest revision as of 11:41, 22 September 2023

Stringtable.xml was introduced with Armed Assault. For Operation Flashpoint, see Stringtable.csv.

String tables are used to make internationalization easier for the game. They are used in addons, missions, and scripts, and are located in the root of the mission or addon folders.

Any strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages. Instead of using strings directly in the code, you are using a variable. This variable will then contain the actual string, read from stringtable.xml, with the language that is being read depending on the game settings.


Stringtable Editors

It is strongly recommended to use a tool to edit the XML file; a selection of Stringtable Community Tools can be found in the Community Tools - Localisation Tools page section.


Example

<?xml version="1.0" encoding="utf-8" ?>
<Project name="Any Name">
	<Package name="Mission One">
		<Container name="Some Words">
			<Key ID="STR_TAG_Yes">
				<Original>yes</Original>
				<English>yes</English>
				<Czech>ano</Czech>
				<French>oui</French>
				<German>ja</German>
				<Italian></Italian>
				<Polish>tak</Polish>
				<Portuguese>sim</Portuguese>
				<Russian>да</Russian>
				<Spanish></Spanish>
				<Korean></Korean>
				<Japanese>はい</Japanese>
				<Chinesesimp></Chinesesimp>
				<Chinese>是(繁體)</Chinese>
			</Key>
			<Key ID="STR_TAG_No">
				<Original>no</Original>
			</Key>
		</Container>
		<Container name="Another Container">
			<Key ID="STR_TAG_formatted">
				<Original>Hello, %1.</Original>
			</Key>
			<Key ID="STR_TAG_structuredText">
				<Original>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</Original>
			</Key>
		</Container>
	</Package>
</Project>
↑ Back to spoiler's top

Package and Container "groups" are only helpful for organisation and have no impact on the translations; use them for your own sanity.
Stringtable.xml must be saved with UTF-8 Encoding for international characters to display and save correctly.


Supported Languages

Arma 2 & Arma 2: Operation Arrowhead Arma 3
className In-game name Note
English English
Czech Čeština
French Français
Spanish Español
Italian Italiano
Polish Polski
Russian Русский
German Deutsch
Hungarian Magyar Partially supported
Portuguese Portuguese Not available in-game
className In-game name Note
English English
Czech Čeština
French Français
Spanish Español
Italian Italiano
Polish Polski
Portuguese Português do Brasil
Russian Русский
German Deutsch
Korean 한국어
Japanese 日本語
Chinese 繁體中文 Chinese Traditional
Chinesesimp 简体中文 Chinese Simplified
Turkish Türkçe
Swedish N/A Cannot be set in-game.
Edit arma3.cfg to use that language.
Slovak N/A
SerboCroatian N/A
Norwegian N/A
Icelandic N/A
Hungarian Magyar
Greek N/A
Finnish N/A
Dutch N/A

Unsupported language English in stringtable

See Common Errors and Warnings.


Key Naming Convention

Same as global variables, it is recommended to use a TAG to prevent translation collision between mods (e.g STR_TAG_helloThere).


String Formats

Strings stored in the stringtable can be in the following formats:

  • Normal text, such as Hello there
  • format text, such as Hello %1
  • Structured Text, such as <t size='2'>Hello</t> there, but:
    The HTML tag characters < and > must respectively be encoded as &lt; and &gt;.
    <t size='2'>Hello</t> there would then become &lt;t size='2'&gt;Hello&lt;/t&gt; there.


Usage

Script

A translation can be retrieved and used in a script by using the localize command:

hint localize "STR_TAG_Yes"; // returns "Yes" in English, "Oui" in French, etc. hint format [localize "STR_TAG_formatted", name player]; hint localize "str_TAG_structuredText"; // casing in scripting does not matter

Config

Whether it is in Description.ext, Campaign Description.ext, Dialogs etc., a translated Config entry must use the $ prefix (to an uppercase STR) for the engine to look the translation key up:

onLoadName = "$STR_TAG_missionName";
overviewText = "$str_TAG_overviewText";		// invalid, will display "$str_TAG_overviewText" (with the $ sign)
onLoadMission = $STR_TAG_loadMissionText;	// works without quotes but this is NOT recommended

The preprocessor will replace $STR entries with their corresponding Stringtable value.

Translated Sounds

The Stringtable can be used to use different voices depending on the user's language setting:

class CfgRadio
{
	class TAG_V01
	{
		name = "$STR_TAG_V01_name";
		sound[] = { "$STR_TAG_V01_path", 1, 1 };
		title = "$STR_TAG_V01_subtitle";
	};
};

the Stringtable's entries looking like this:

<Key ID="STR_V01_name">
	<English>"Hello There" by OWK</English>
	<French>"Salut à tous" par OWK</French>
</Key>
<Key ID="STR_V01_path">
	<English>Sound\EN\v01.ogg</English>
	<French>Sound\FR\v01.ogg</French>
</Key>
<Key ID="STR_V01_subtitle">
	<English>Hello There!</English>
	<French>Salut à tous !</French>
</Key>

Then using it in-game:

player sideRadio "TAG_V01";

Editor

In markers and other Eden Editor fields (e.g Mission Name), translation keys should be prefixed with @, without any quotes around - e.g @STR_myMarkerName. Casing does not matter here.


Multiplayer

Multiplayer Scripting should consider that the translation implementation should ideally happen client-side; clients and server are likely to be configured in a different language, as a server-side call to global effect text commands (such as setMarkerText) would set the text in the server's language to everyone.

Example of client-side translation of a server message:

// Server-side if (isServer) then { [nil, nil, rHINT, localize "STR_TAG_myMessage"] call RE; // Arma 2 - server language [nil, nil, rSPAWN, { hint localize "STR_TAG_myMessage" }] call RE; // Arma 2 - client language ["STR_TAG_myMessage"] remoteExecCall ["TAG_fnc_localHint"]; // Arma 3 }; // Client-side executed function TAG_fnc_localHint = { if (hasInterface) then { // hintSilent parseText (localize _this); // Arma 2 hintSilent parseText (_this call BIS_fnc_localize); // Arma 3 }; };


Commands & Functions

See also Command Group: Localization: