Improve the i18n readme (#917)
* Improve i18n readme. * Make some minor clarifications and reformatting of the i18n readme file Co-authored-by: Veronica Berglyd Olsen <1619840+vkbo@users.noreply.github.com>
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# novelWriter Internationalisation
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# novelWriter Internationalisation (i18n)
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The `i18n` folder contains the translation files for the Qt5 GUI. There are two types of files
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involved: the `nw_XX.ts` and the `nw_XX.qm` files. The `nw_XX.ts` files are located in the `i18n`
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folder at the root of the repository, and the `nw_XX.qm` together with the `project_XX.json` files
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are located in `novelwriter/assets/i18n`. The latter are JSON translation maps for the novelWriter
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projects, used by the Build Novel Project tool.
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Here you will find instructions for translating novelWriter to a new language or updating the
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translations for an already existing supported language.
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**Note**
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There are two areas relevant to localisation:
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When making a new translation, or updating an existing one, only commit the `nw_XX.ts` you have
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made changes to. The `qtlupdate` command mentioned below may modify all `nw_XX.ts` slightly, but
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please _don't_ commit those changes to the pull request.
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* The Qt5 GUI translation files, which consists of `nw_XX.ts` files. This is the bulk of the
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translation work.
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* The `project_XX.json` files. See [Project Localisation](#project-localisation) below.
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## Qt GUI Localisation
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The `.qm` files are the actual files used by the application to translate the GUI into another
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language other than the default British English. The files are not generated by default. They can
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be built with:
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```bash
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python3 setup.py qtlrelease
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```
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**Important:**
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Before adding translations to an existing translation file, you may need to update the file against
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the current source code. This is done by running the command:
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```bash
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python3 setup.py qtlupdate
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```
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When making a new translation, or updating an existing one, only commit the `nw_XX.ts` (and
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`project_XX.json`) files you have made changes to. The `qtlupdate` command mentioned below may
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modify all `nw_XX.ts` slightly, but please _don't_ commit those changes to the pull request.
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If you want to update specific language files, you can add them as one or more arguments, like so:
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```bash
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python3 setup.py qtlupdate i18n/nw_fr.ts
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```
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## Qt5 GUI Localisation
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To add a new language to the translation framework, run the command above with the file name of the
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new, and not yet existing, language file. Make sure the file name is in the correct format. All
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translation files must be located in the `i18n` folder, start with `nw_` and end with `.ts`. In
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between goes the language code. It must be a valid ISO language code, otherwise novelWriter will
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not accept the file.
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For instance, to add a file for a language with language code "XX", run:
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```bash
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python3 setup.py qtlupdate i18n/nw_xx.ts
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```
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This will build a new `i18n/nw_XX.ts` file for the language you just added. The file can then be
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edited with the Qt 5 Linguist application provided by Qt. This is by far easier than manually
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editing the `.ts` file. Please select "English" and "United Kingdom" as the source langauge if
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prompted by Qt 5 Linguist.
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When you're done editing, you can build the `novelwriter/assets/i18n/nw_XX.qm` file and test it in
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novelWriter. The Preferences dialog should list the newly added language, and you can select it and
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test it.
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Please do not submit the `.qm` files to the repository. Only the `.ts` file you just added in the
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`i18n` folder is needed.
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**Note**
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These commands require that you have the tools Qt 5 Linguist and the PyQt5 tool `pylupdate5`
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installed on your system.
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You will need the tools Qt 5 Linguist and the PyQt5 tool `pylupdate5` installed on your system.
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For Ubuntu/Debian, run:
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```bash
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sudo apt install qttools5-dev-tools pyqt5-dev-tools
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```
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### Workflow
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Here's an overview of the localisation workflow:
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1. First, create a new branch off of `main`, and there, generate a new `nw_XX.ts` translation file.
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1. Load the translation file in Qt Linguist. Translate and save your changes.
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1. Generate the `nw_XX.qm` file.
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1. Run the application and verify your changes. Iterate from step 2.
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1. Once finished, commit your changes and submit your pull request.
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When you want to translate new changes, again create a new branch off of `main` and re-generate the
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translation file. Continue from step 2.
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### Generate an Updated Translation File
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The `i18n` folder at the root of the repository contains the `nw_XX.ts` translation files.
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Whether to add a new language to the translation framework, or to update the file against the
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current source code, you must first run the `qtlupdate` command:
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```bash
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python3 setup.py qtlupdate i18n/nw_XX.ts
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```
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The file name must be in the correct format. All translation files must be located in the `i18n`
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folder, start with `nw_` and end with `.ts`. In between goes the language code. It must be a valid
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ISO language code, otherwise novelWriter will not accept the file.
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For instance, the French translation uses the language code `fr`, so its translation file will be
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`nw_fr.ts`
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**Note:** If you run the `qtlupdate` command without a file name, it will update translation files
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for all languages.
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### Edit the Translation File in Qt Linguist
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The `i18n/nw_XX.ts` file can be edited with the Qt Linguist application provided by Qt 5. This is
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by far easier than manually editing the `.ts` file.
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Please select "English" and "United Kingdom" as the _source_ language if prompted by Qt Linguist.
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### Verify Your Translation
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The application does not use `.ts` files directly. The `novelwriter/assets/i18n/nw_XX.qm` files are
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the actual files used to translate the GUI into another language other than the default British
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English. These files are not generated by default, but they can be built with:
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```bash
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python3 setup.py qtlrelease
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```
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You can now test the translation in novelWriter. The Preferences dialog should list the newly added
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language, so go ahead and select it.
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**Note:** Please do not submit the `.qm` files to the repository. Only the `.ts` file you just
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added in the `i18n` folder is needed.
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### Missing QtBase Translations
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The default Qt dialogs also have translations, for instance for standard buttons like "Yes", "No",
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"Ok", "Cancel", etc. Generally, these translations files are installed with the Qt libraries on
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your system, and novelWriter will collect those translations from there. However, these
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translations are missing for many languages.
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"Ok", "Cancel", etc. Generally, these translation files are installed with the Qt libraries on your
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system, and novelWriter will collect those translations from there. However, these translations are
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missing for many languages.
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As a starting point, there is no need to translate any entries in the `.ts` files that are under
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elements starting with the letter "Q", like "QPlatformTheme", "QWizard", etc. If these turn up in
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@@ -87,12 +102,13 @@ Projects can have a different language setting than the GUI itself. The files wi
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`project_XX.json` in `novelwriter/assets/i18n` are simple translation maps for text that goes into
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the exported documents generated by the Build Novel Project tool.
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The files are loaded based on the language setting in the build tool. At the present time, no other
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parts of the application use these files. Since these are used as replacement lookups, they are
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maintained as plain JSON files. The main usage is to generate chapter headers as number words.
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The files are loaded based on the language setting in the Build Novel Project tool. At the present
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time, no other parts of the application use these files. Since these are used as replacement
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lookups, they are maintained as plain JSON files. The main usage is to generate chapter headers as
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number words.
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Adding new translations for these files is easy. Just copy the `project_en.json` file, rename it to
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the appropriate language coded filename, and edit it. Please use the underscore as separator if a
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language needs to be localised to a specific country under a language. The importer will for
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instance look for `en_US` first, then use `en` if it is not found. If there are no matching files,
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the project falls back to using English.
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the appropriate language coded filename, and open it in a text editor. Please use the underscore as
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separator if a language needs to be localised to a specific country under a language. The importer
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will for instance look for `en_US` first, then use `en` if it is not found. If there are no
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matching files, the project falls back to using English.
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