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Ren'Py scripts mix dialogue with executable Python, asset filenames, style
definitions and screen layout in one file, and the difference between them is
the difference between a translated game and a game that will not start. So
this parser is built to be *certain* about what it touches:
* Every string literal in the file is located in one pass that understands
comments, escapes and triple quotes. Nothing downstream ever re-scans raw
text, so a `#` inside dialogue or a quote inside a comment cannot shift an
offset.
* Statements are classified from a "code view" of each line - the same line
with the inside of every string blanked out - so a keyword mentioned inside
dialogue is never mistaken for the statement's own keyword. This only looks
at bracket-depth-0 text, on purpose: a string sitting inside some other
call (`action=ShowMenu("save")`) is never mistaken for a label.
* A second, independent pass then finds every string wrapped in `_(...)` or
`__(...)`, at *any* depth, wherever it sits - inside an `Achievement(...)`
constructor, a dict three levels deep in a list inside `init python:`.
`_()` is Ren'Py's own "translate this" marker, so unlike everything else
here it needs no statement classification: the developer already answered
the question by writing it. Only a `translate` block's own body is held
back from this pass, even one that happens to contain a `_()` call.
* Anything not positively recognised as dialogue, a menu choice, screen text
or `_()`-marked is left alone. Over-skipping costs a line of translation;
under-skipping corrupts a script.
The offsets are what makes writing back safe: a translation replaces exactly
the characters between one pair of quotes, so no amount of re-flowing by the
model can disturb the code around it.
"""
from __future__ import annotations
import re
from dataclasses import dataclass
from .text import EscapeError, is_translatable, unescape
# Statements whose entire indented body holds no dialogue. Skipping the block
# outright is safer than trusting per-line rules inside it: `style` bodies name
# fonts, `image` bodies name files, `python` bodies are code, and `translate`
# bodies are somebody else's finished translation.
_BLOCK_SKIP = {
"python",
"init",
"style",
"transform",
"image",
"layeredimage",
"testcase",
"translate",
"camera",
}
# Single statements that carry no dialogue. Their arguments are label names,
# asset paths, transitions or expressions.
_LINE_SKIP = {
"define",
"default",
"jump",
"call",
"scene",
"show",
"hide",
"with",
"play",
"stop",
"queue",
"voice",
"pause",
"return",
"pass",
"window",
"nvl",
"use",
"add",
"on",
"key",
"timer",
"imagemap",
"hotspot",
"hotbar",
"drag",
"draggroup",
"mousearea",
"imagebutton",
"input",
"bar",
"vbar",
"viewport",
"side",
"grid",
"vpgrid",
"fixed",
"hbox",
"vbox",
"frame",
"null",
"has",
"at",
"audio",
"sound",
"music",
"movie",
"transclude",
"default_focus",
}
# Screen statements whose *first* string is shown to the player. The first, not
# the last: `textbutton "OK" action Return()` and
# `text "Hi" style "big"` both put the visible text first and configuration
# after it.
_UI_KEYWORDS = {"text", "textbutton", "tooltip", "caption", "alt", "label"}
# Prefix words allowed in front of a say statement's dialogue, beyond the
# speaker's own name and image attributes.
_SAY_PREFIX_WORDS = {"extend", "nvl"}
_IDENT_RE = re.compile(r"^[A-Za-z_][A-Za-z_0-9.]*$")
_FIRST_WORD_RE = re.compile(r"^([A-Za-z_][A-Za-z_0-9]*)")
@dataclass
class Literal:
"""One string literal, located exactly in the file."""
start: int # offset of the first character inside the quotes
end: int # offset just past the last character inside the quotes
quote: str # the quote character, for re-escaping
triple: bool
line: int # 0-based index of the line the literal opens on
depth: int # bracket nesting at the opening quote
marked: bool # sits directly inside a `_(...)` / `__(...)` call
@dataclass
class Found:
"""A translatable string plus where to write its translation back."""
text: str
start: int
end: int
quote: str
kind: str # dialogue | menu | ui
line: int
def _is_underscore_call(source: str, paren_index: int) -> bool:
"""True when the '(' at `paren_index` is `_(` or `__(`.
Walks back over whitespace, then over one contiguous identifier, and
compares that whole token - not just the character before the paren - so
a real name that merely ends in an underscore (`get_text_ (x)`) is never
mistaken for the marker.
"""
cursor = paren_index
while cursor > 0 and source[cursor - 1] in " \t":
cursor -= 1
end = cursor
while cursor > 0 and (source[cursor - 1].isalnum() or source[cursor - 1] == "_"):
cursor -= 1
return source[cursor:end] in ("_", "__")
def scan_literals(source: str) -> tuple[list[Literal], list[str]]:
"""Locate every string literal, and build the blanked-out code view.
Returns the literals and one "code line" per source line: the same text
with string contents and comments replaced by spaces, so positions still
line up with the original but no statement rule can be fooled by them.
"""
literals: list[Literal] = []
code = list(source)
# A byte-order mark is not whitespace, so it would glue itself to the
# first statement's keyword and make line 1 unrecognisable. Blanking it in
# the code view fixes the classification while leaving the real offsets -
# and the mark itself - untouched.
if code and code[0] == "":
code[0] = " "
line_index = 0
depth = 0
index = 0
length = len(source)
# One entry per currently-open '(' ')' pair, tracking whether it was
# opened by a bare `_` or `__` - Ren'Py's own "translate this" marker.
# `_("Continue")`, `Achievement(description=_("..."))` and
# `flavor=_("..."))` inside a dict two calls deep are all reached this way,
# regardless of what statement or block they sit inside; see `marked` on
# Literal.
paren_marks: list[bool] = []
while index < length:
char = source[index]
if char == "\n":
line_index += 1
index += 1
continue
if char == "#":
# Comment: blank to end of line. Ren'Py has no block comments.
while index < length and source[index] != "\n":
code[index] = " "
index += 1
continue
if char == "(":
paren_marks.append(_is_underscore_call(source, index))
depth += 1
index += 1
continue
if char == ")":
if paren_marks:
paren_marks.pop()
depth = max(0, depth - 1)
index += 1
continue
if char in "[{":
depth += 1
index += 1
continue
if char in "]}":
depth = max(0, depth - 1)
index += 1
continue
if char not in "\"'":
index += 1
continue
# A string opens here. Triple quotes first, so `"""` is never read as
# an empty string followed by a stray quote.
quote = char
triple = source.startswith(quote * 3, index)
marker = quote * 3 if triple else quote
open_line = line_index
inner_start = index + len(marker)
cursor = inner_start
closed = False
while cursor < length:
current = source[cursor]
if current == "\\":
# Skip the escaped character so an escaped quote cannot close
# the string. Newlines inside the escape still count for
# line numbering.
if cursor + 1 < length:
if source[cursor + 1] == "\n":
line_index += 1
cursor += 2
continue
cursor += 1
continue
if current == "\n":
line_index += 1
if not triple:
# An unterminated single-quoted string: treat the line end
# as the end rather than swallowing the rest of the file.
break
cursor += 1
continue
if source.startswith(marker, cursor):
closed = True
break
cursor += 1
inner_end = cursor
for position in range(inner_start, min(inner_end, length)):
if code[position] != "\n":
code[position] = " "
if closed:
literals.append(
Literal(
start=inner_start,
end=inner_end,
quote=quote,
triple=triple,
line=open_line,
depth=depth,
marked=bool(paren_marks) and paren_marks[-1],
)
)
index = inner_end + len(marker)
else:
index = inner_end
code_lines = "".join(code).split("\n")
return literals, code_lines
def _prefix_is_speaker(prefix: str) -> bool:
"""True when the text before a say statement's dialogue is just a speaker.
A say statement's prefix is the character variable plus any image
attributes - all bare words. Anything with an operator or a call in it is
some other statement that happens to contain a string.
"""
if not prefix:
return True
for word in prefix.split():
if word in _SAY_PREFIX_WORDS:
continue
if not _IDENT_RE.match(word):
return False
return True
def _line_bounds(source: str) -> list[int]:
"""Start offset of every line, so a line index can address the file."""
starts = [0]
for index, char in enumerate(source):
if char == "\n":
starts.append(index + 1)
return starts
def find_translatable(source: str) -> list[Found]:
"""Return every translatable string in one .rpy file."""
literals, code_lines = scan_literals(source)
line_starts = _line_bounds(source)
by_line: dict[int, list[Literal]] = {}
for literal in literals:
by_line.setdefault(literal.line, []).append(literal)
found: list[Found] = []
skip_indent: int | None = None
skip_kind: str | None = None
menu_indent: int | None = None
continuation = False
depth = 0
# Lines that belong to a `translate` block - somebody else's finished
# translation - so the marked-literal pass below can steer clear of it
# the same way the main classification does.
translate_lines: set[int] = set()
for index, code_line in enumerate(code_lines):
stripped = code_line.strip()
line_depth_before = depth
depth += sum(code_line.count(c) for c in "([{")
depth -= sum(code_line.count(c) for c in ")]}")
depth = max(0, depth)
was_continuation = continuation
# A statement continues onto the next line while brackets are open or
# the line ends in a backslash.
continuation = depth > 0 or code_line.rstrip().endswith("\\")
if not stripped:
continue
indent = len(code_line) - len(code_line.lstrip())
# A continuation line is part of the statement above it, not a
# statement of its own - classifying it would read `"Eileen")` from a
# multi-line Character() call as narration.
if was_continuation or line_depth_before > 0:
continue
if skip_indent is not None:
if indent > skip_indent:
if skip_kind == "translate":
translate_lines.add(index)
continue
skip_indent = None
skip_kind = None
if menu_indent is not None and indent <= menu_indent:
menu_indent = None
if stripped.startswith("$"):
continue
match = _FIRST_WORD_RE.match(stripped)
first = match.group(1) if match else ""
if first in _BLOCK_SKIP:
skip_indent = indent
skip_kind = first
if first == "translate":
translate_lines.add(index)
continue
if first == "menu":
menu_indent = indent
continue
if first == "screen":
# Screens hold player-visible text, so only the header is skipped.
continue
candidates = [lit for lit in by_line.get(index, []) if lit.depth == 0]
if not candidates:
continue
# `label` is two different statements: `label start:` is a script
# label, `label "Text"` inside a screen is a caption.
if first == "label" and not stripped[len("label"):].lstrip().startswith(
("'", '"')
):
continue
if first in _UI_KEYWORDS:
chosen = candidates[0]
kind = "ui"
elif first in _LINE_SKIP:
continue
else:
# Everything before the opening quote of the first string. The
# quote itself is excluded - it is not part of the speaker.
opening = candidates[0].start - (3 if candidates[0].triple else 1)
prefix = code_line[: opening - line_starts[index]].strip()
# An assignment that escaped the `$` and define checks is not
# dialogue, whatever it looks like.
if "=" in prefix:
continue
if not _prefix_is_speaker(prefix):
continue
# With two strings and no prefix the line is `"Speaker" "text"`,
# so the dialogue is the last one either way.
chosen = candidates[-1]
kind = "menu" if menu_indent is not None and not prefix else "dialogue"
item = _literal_to_found(source, chosen, kind, index + 1)
if item is not None:
found.append(item)
# `_()` / `__()` is Ren'Py's own "translate this" marker, and it means
# exactly that wherever it appears - inside a `python:`/`init python:`
# block, an `Achievement(...)` constructor, a dict buried in a list two
# levels deep. The scan above only classifies statements at bracket-depth
# 0 (so a style name or an action sitting next to a label is never
# mistaken for one), which is also why it cannot see into any of those
# places. This second pass doesn't classify anything; the developer
# already did, explicitly, by writing `_(...)`. Depth-0 literals can never
# be marked (marking requires an open paren), so this cannot re-find
# anything the loop above already collected.
seen = {(f.start, f.end) for f in found}
for literal in literals:
if not literal.marked or literal.line in translate_lines:
continue
if (literal.start, literal.end) in seen:
continue
item = _literal_to_found(source, literal, "ui", literal.line + 1)
if item is not None:
found.append(item)
return found
def _literal_to_found(source: str, literal: Literal, kind: str, line: int) -> Found | None:
raw = source[literal.start : literal.end]
try:
value = unescape(raw)
except EscapeError:
# An escape this tool will not round-trip. Leaving the line in the
# source untranslated is always recoverable; writing back a guess is
# not.
return None
if not value.strip() or not is_translatable(value):
return None
if literal.triple:
# Triple-quoted bodies are found and skipped rather than translated:
# their content is re-indented by Ren'Py and a rewritten body would
# change the layout it depends on.
return None
return Found(
text=value,
start=literal.start,
end=literal.end,
quote=literal.quote,
kind=kind,
line=line,
)
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