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Localization Editor

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About This File

Localization Editor is a tool for creating and editing localization/language files which your game or application can use to support several languages.

Git Hub repository: https://github.com/Dreikblack/Localization-Editor

  • Localization Editor loads all .local files in folder when you open or create one.
  • You can use names like map1.English.local and then only map1 files will be loaded for editing.
  • .local format is pretty simple:

 

Quote

key1=content1

key2=content1\ncontent2

 

  • \n used for multi lines texts, but in this tool you can just tap Enter to make a new line.
  • Double click on table string line to open edit string line dialog.
  • Find specific line quickly by typing a characters that key contains in the filter field, cross button to show all lines
  • You can switch between loaded language localizations with combo box next to "Current Localization" label.
  • Once you done remember to save changes to localization files with "Save All" button

Parsing a local file in a code:

    auto stream = ReadFile(path);
    if (!stream) {
        return newLocalMap;
    }
    WString text = stream->ReadWString();
	//map key-content
    std::map<WString, WString> newLocalMap;
    vector<WString> textStrings = text.Split("\r\n");
    for (WString line : textStrings) {
        vector<WString> entitiyProperties = line.Split("=");
        if (entitiyProperties.size() > 1) {
            WString newLine = entitiyProperties[1].Replace("\\n", "\n");
            newLocalMap[entitiyProperties[0]] = newLine;
        } else {
            newLocalMap[entitiyProperties[0]] = "";
        }
    }
    stream->Close();

 


What's New in Version 01/10/2025 05:14 PM   See changelog

Released

 

  • Hotkeys and tool tips for buttons
  • Up/Down keys to move between text lines in Text Area
  • Del key for Text Field and Area
  • Selecting a new string in localization table after creating it
  • Added save dialog before loading new file or switching program language

 

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