Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.). [EditorTranslationParserPlugin] is invoked when a file is being parsed to extract strings that require translation. To define the parsing and string extraction logic, override the [method _parse_file] method in script. The return value should be an [Array] of [PackedStringArray]s, one for each extracted translatable string. Each entry should contain [code][msgid, msgctxt, msgid_plural, comment][/code], where all except [code]msgid[/code] are optional. Empty strings will be ignored. The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu. Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT. [codeblocks] [gdscript] @tool extends EditorTranslationParserPlugin func _parse_file(path): var ret: Array[PackedStringArray] = [] var file = FileAccess.open(path, FileAccess.READ) var text = file.get_as_text() var split_strs = text.split(",", false) for s in split_strs: ret.append(PackedStringArray([s])) #print("Extracted string: " + s) return ret func _get_recognized_extensions(): return ["csv"] [/gdscript] [csharp] using Godot; [Tool] public partial class CustomParser : EditorTranslationParserPlugin { public override Godot.Collections.Array<string[]> _ParseFile(string path) { Godot.Collections.Array<string[]> ret; using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read); string text = file.GetAsText(); string[] splitStrs = text.Split(",", allowEmpty: false); foreach (string s in splitStrs) { ret.Add([s]); //GD.Print($"Extracted string: {s}"); } return ret; } public override string[] _GetRecognizedExtensions() { return ["csv"]; } } [/csharp] [/codeblocks] To add a translatable string associated with a context, plural, or comment: [codeblocks] [gdscript] # This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", and comment "test 1 comment". ret.append(PackedStringArray(["Test 1", "context", "test 1 plurals", "test 1 comment"])) # This will add a message with msgid "A test without context" and msgid_plural "plurals". ret.append(PackedStringArray(["A test without context", "", "plurals"])) # This will add a message with msgid "Only with context" and msgctxt "a friendly context". ret.append(PackedStringArray(["Only with context", "a friendly context"])) [/gdscript] [csharp] // This will add a message with msgid "Test 1", msgctxt "context", msgid_plural "test 1 plurals", and comment "test 1 comment". ret.Add(["Test 1", "context", "test 1 plurals", "test 1 comment"]); // This will add a message with msgid "A test without context" and msgid_plural "plurals". ret.Add(["A test without context", "", "plurals"]); // This will add a message with msgid "Only with context" and msgctxt "a friendly context". ret.Add(["Only with context", "a friendly context"]); [/csharp] [/codeblocks] [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [FileAccess] type. For example: [codeblocks] [gdscript] func _parse_file(path): var res = ResourceLoader.load(path, "Script") var text = res.source_code # Parsing logic. func _get_recognized_extensions(): return ["gd"] [/gdscript] [csharp] public override Godot.Collections.Array<string[]> _ParseFile(string path) { var res = ResourceLoader.Load<Script>(path, "Script"); string text = res.SourceCode; // Parsing logic. } public override string[] _GetRecognizedExtensions() { return ["gd"]; } [/csharp] [/codeblocks] To use [EditorTranslationParserPlugin], register it using the [method EditorPlugin.add_translation_parser_plugin] method first. Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code]. Override this method to define a custom parsing logic to extract the translatable strings.