[Etoys] Translating projects
bert at freudenbergs.de
Wed Sep 26 20:38:33 EDT 2007
Just published an update to do this. Seems to work nicely so far, I
translated the three cloud inscriptions of the launcher to German,
and they do switch on startup or when selecting a language from the
To try, just drag out a Text from supplies, change language, edit it,
No way to disable yet, but if there are translations, they are shown
in the menu.
Not sure how we would handle these translations with external
developers. We could translate all our example projects to at least
one other language, and then extract all text morphs that have at
least two translations. Or, maybe better, have translators translate
in etoys and send back the translated projects. Then load both our
master project and the translated one, find the new translations and
merge into master.
- Bert -
On Sep 22, 2007, at 19:24 , Alan Kay wrote:
> Good idea!
> At 07:58 AM 9/22/2007, Bert Freudenberg wrote:
>> One thing I thought about was making a Text object be translatable
>> itself - when switching the locale we would store the previous
>> translation in a dictionary (in a property of the object). Then the
>> text could be edited, and when switching back, the old string would
>> reappear. Hopefully we could make this behavior be the default, but
>> it should be disabled from the halo menu, which could also show the
>> other translations in a submenu.
>> - Bert -
>> Etoys mailing list
>> Etoys at lists.laptop.org
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