[etoys-dev] Re: Need for translation in DrGeo
korakurider at gmail.com
Sun May 16 22:21:43 EDT 2010
On Sun, May 16, 2010 at 9:30 AM, Ricardo Moran <richi.moran at gmail.com> wrote:
>> This is known problem of current implementation. Translation stuff is
>> assuming all of tile strings belong to default domain.
> Hi, where is the code for translating the viewer tiles? I mean: where is
> #translated called?
Please review changesets in proto1.zip attached to SQ-139, especially
senders of #translatedWithContext: in
(context 'EtoysVoca for tile wordings and 'EtoysHelpString' for balloon helps)
**This is snapshot of my experiment to implement msgctxt of gettext ;
the goal was close to what you are trying.
> Because I was thinking we may want to modify it to ask it's text domain to
> the player. We can have something like
> and if I make a project with a different set of tiles I can subclass Player
> and define my own text domain. I know this is not important for the DrGeo
> case because it will be included in the image but for future tools we may
> have to do something about it.
Your idea is interesting, but it seems Etoys code will need **huge** overhaul
to implement that, as currently translation is executed in very deep level of
My crazy idea is that each string itself knows its domain by marking
but unfortunately it doesn't work for symbols :-<
More information about the etoys-dev