[0.12.1] Right-To-Left languages are presented Left-To-Right

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Re: [0.11.22] Right-To-Left languages are presented Left-To-Right

Post by jockeril »

cube wrote:I added a functionality very simillar to Dev-iL's script to 0.12.1. It's definitely not perfect, and there will be issues with line wrapping strings, but it's better than nothing.
Update for [0.12.1] - Problem not resolved yet - all the non-hebrew text, including the [FONT] section in the "core.cfg" file is inverted as well. The code needs to differentiate hebrew letters from latin, symbols and all other characters in the locale files...

I have manually inverted the [font] section items just to be able to start factorio in hebrew
Attachments
starting in herbew error.GIF
starting in herbew error.GIF (15.78 KiB) Viewed 3530 times
CORE CFG in locale_he folder.GIF
CORE CFG in locale_he folder.GIF (35.12 KiB) Viewed 3530 times
other settings.GIF
other settings.GIF (109.65 KiB) Viewed 3530 times
graphics settings.GIF
graphics settings.GIF (109.05 KiB) Viewed 3530 times
commands help in game.GIF
commands help in game.GIF (72.91 KiB) Viewed 3530 times
[request] RTL support please

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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by MF- »

I guess that would be the result of "if (hebrew) then just_print_everything_RLT" ?
Still good progress I'd say.

Now you have to invert the LTR/English text in the hebrew files,
which is much less tedious. :)

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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by jockeril »

MF- wrote:I guess that would be the result of "if (hebrew) then just_print_everything_RLT" ?
Still good progress I'd say.

Now you have to invert the LTR/English text in the hebrew files,
which is much less tedious. :)
Basicly, you'r right... I just hed bring it up becuase if anyone else get this error, this post should be the first place he looks.

After checking with the current Hebrew translator -@Dev-il, As I understand it, a fix for this problem was implemented about half an hour after the 0.12.1 version was released. It took me another day to get to d/l'ing the new version and checking it.

Next version should have a fix for Hebrew & English
[request] RTL support please

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Re: [0.12.2] Right-To-Left languages are presented Left-To-Right

Post by Dev-iL »

cube wrote:I added a functionality very simillar to Dev-iL's script to 0.12.1. It's definitely not perfect, and there will be issues with line wrapping strings, but it's better than nothing.
Inverted English and parentheses still appears in 0.12.2:
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I guess I'll just update my mod with the latest strings....
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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by jockeril »

didn't think about latest strings, just used your mod from the previous version...

ืœื ื—ืฉื‘ืชื™ ืขืœ ื–ื” ืฉื™ืฉ ืขื“ื›ื•ื ื™ื ืœื˜ืงืกื˜ื™ื, ื™ืฉืจ ืขื“ื›ื ืชื™ ืœืชื•ืกืฃ ืฉืœืš ืžื”ื’ื™ืจืกื ื”ืงื•ื“ืžืช
[request] RTL support please

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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by cube »

So I spent the better part of today thinking about how to fix this problem properly, and then I gave up. The BiDi algorithm is so complicated that I can't hope to implement it myself in a reasonable time (and without too many errors), and all libraries I found are either just an example, or have slightly incompatible license.

So I went back to Dev-iL's idea with external script to reverse the characters and used python-bidi in our deploy scripts.

I manually checked the content of the mod against output of python-bidi and the only difference I noticed was with percentages in technology names. In the mod i see "%80 something hebrew", in my script output it's "80% something hebrew". The problem is that I don't know if my editor supports RTL or no, so I don't know which way it should go :-) @Dev-iL: Did you check that percentages are correct in your script output?

I'm attaching core.cfg and base.cfg from the new method for criticism. Please replace the files in game and have a look. Thanks.
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base.cfg
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core.cfg
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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by cube »

I almost forgot -- you will need to delete the "rtl" = true flag in core/locale/he/info.json. Easiest way to do this is to test my two files on a directory that already has Dev-iL's changes applied.

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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by Dev-iL »

cube wrote:@Dev-iL: Did you check that percentages are correct in your script output?

I'm attaching core.cfg and base.cfg from the new method for criticism. Please replace the files in game and have a look. Thanks.
As I said in IRC: with my method this is not displayed correctly, with yours it is:
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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by jockeril »

Where are we about this ? Is there any chance that that python-bidi makes it into the game code instead of in your deploy scripts ?

I'm tired of inverting every translation I add to mods... :(
[request] RTL support please

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Re: [0.12.1] Right-To-Left languages are presented Left-To-Right

Post by cube »

jockeril wrote:Where are we about this ? Is there any chance that that python-bidi makes it into the game code instead of in your deploy scripts ?

I'm tired of inverting every translation I add to mods... :(
Not a very large chance, sorry. We can't use python-bidi because that would require python instalation. The C++ libraries I've seen were either huge or not working properly or with an incompatible license or some combination of these.

I can probably dig out the inverting script from our deploy script and publish it on github or something, if that will help you.

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Re: [0.12.x] Right-To-Left languages are presented Left-To-Right

Post by jockeril »

cube, I found some interesting answers here (How can I recognize RTL strings in C++) - those guys are talking about a C++ unit called ICU (answer 2) AND there is also a short code example (answer 3) - will you please reconsider ?
[request] RTL support please

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