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strings module

Localization: one strings/<locale>.toml per language, keys to strings. [locale] in project.toml sets the starting locale and the fallback; a key neither…

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Localization: one strings/<locale>.toml per language, keys to strings. [locale] in project.toml sets the starting locale and the fallback; a key neither has comes back as itself.

6 functions, 0 constants. Scripts reach it as strings::.

Functions

Argument kinds are the script values a call passes: node is a node handle, any a table or value of any kind, fn a callback.

function acts on what it does
locale() — The locale in force.
locales() — Every locale the project ships a strings/<locale>.toml for, in name order.
set_locale(locale: string) — Switch locale; the next tr answers in it, which for a widget showing a key is the next frame.
set_root(root: string) — Read the catalogues from this directory instead of the project root, forgetting the ones already read; an empty string puts it back. For a host running a project other than its own: the editor, whose own root has no strings/, so without this every text_key in a played scene draws as its key.
system_locale() — The locale the operating system reports, like en-US, or nil when it says nothing; recorded with the session. A game picks its starting locale from it once and saves the choice.
tr(key: string, args: table?) — The string for a key in the current locale. {name} in it is replaced by the argument called name, and an n argument also picks the plural form the locale's language calls for.