Initial Commit
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--- **AceLocale-3.0** manages localization in addons, allowing for multiple locale to be registered with fallback to the base locale for untranslated strings.
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-- @class file
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-- @name AceLocale-3.0
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-- @release $Id: AceLocale-3.0.lua 895 2009-12-06 16:28:55Z nevcairiel $
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local MAJOR,MINOR = "AceLocale-3.0", 2
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local AceLocale, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
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if not AceLocale then return end -- no upgrade needed
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-- Lua APIs
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local assert, tostring, error = assert, tostring, error
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local setmetatable, rawset, rawget = setmetatable, rawset, rawget
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-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
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-- List them here for Mikk's FindGlobals script
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-- GLOBALS: GAME_LOCALE, geterrorhandler
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local gameLocale = GetLocale()
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if gameLocale == "enGB" then
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gameLocale = "enUS"
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end
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AceLocale.apps = AceLocale.apps or {} -- array of ["AppName"]=localetableref
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AceLocale.appnames = AceLocale.appnames or {} -- array of [localetableref]="AppName"
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-- This metatable is used on all tables returned from GetLocale
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local readmeta = {
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__index = function(self, key) -- requesting totally unknown entries: fire off a nonbreaking error and return key
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rawset(self, key, key) -- only need to see the warning once, really
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geterrorhandler()(MAJOR..": "..tostring(AceLocale.appnames[self])..": Missing entry for '"..tostring(key).."'")
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return key
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end
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}
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-- This metatable is used on all tables returned from GetLocale if the silent flag is true, it does not issue a warning on unknown keys
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local readmetasilent = {
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__index = function(self, key) -- requesting totally unknown entries: return key
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rawset(self, key, key) -- only need to invoke this function once
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return key
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end
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}
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-- Remember the locale table being registered right now (it gets set by :NewLocale())
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-- NOTE: Do never try to register 2 locale tables at once and mix their definition.
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local registering
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-- local assert false function
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local assertfalse = function() assert(false) end
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-- This metatable proxy is used when registering nondefault locales
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local writeproxy = setmetatable({}, {
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__newindex = function(self, key, value)
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rawset(registering, key, value == true and key or value) -- assigning values: replace 'true' with key string
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end,
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__index = assertfalse
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})
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-- This metatable proxy is used when registering the default locale.
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-- It refuses to overwrite existing values
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-- Reason 1: Allows loading locales in any order
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-- Reason 2: If 2 modules have the same string, but only the first one to be
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-- loaded has a translation for the current locale, the translation
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-- doesn't get overwritten.
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--
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local writedefaultproxy = setmetatable({}, {
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__newindex = function(self, key, value)
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if not rawget(registering, key) then
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rawset(registering, key, value == true and key or value)
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end
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end,
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__index = assertfalse
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})
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--- Register a new locale (or extend an existing one) for the specified application.
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-- :NewLocale will return a table you can fill your locale into, or nil if the locale isn't needed for the players
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-- game locale.
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-- @paramsig application, locale[, isDefault[, silent]]
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-- @param application Unique name of addon / module
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-- @param locale Name of the locale to register, e.g. "enUS", "deDE", etc.
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-- @param isDefault If this is the default locale being registered (your addon is written in this language, generally enUS)
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-- @param silent If true, the locale will not issue warnings for missing keys. Can only be set on the default locale.
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-- @usage
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-- -- enUS.lua
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-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "enUS", true)
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-- L["string1"] = true
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--
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-- -- deDE.lua
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-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "deDE")
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-- if not L then return end
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-- L["string1"] = "Zeichenkette1"
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-- @return Locale Table to add localizations to, or nil if the current locale is not required.
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function AceLocale:NewLocale(application, locale, isDefault, silent)
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if silent and not isDefault then
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error("Usage: NewLocale(application, locale[, isDefault[, silent]]): 'silent' can only be specified for the default locale", 2)
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end
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-- GAME_LOCALE allows translators to test translations of addons without having that wow client installed
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-- Ammo: I still think this is a bad idea, for instance an addon that checks for some ingame string will fail, just because some other addon
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-- gives the user the illusion that they can run in a different locale? Ditch this whole thing or allow a setting per 'application'. I'm of the
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-- opinion to remove this.
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local gameLocale = GAME_LOCALE or gameLocale
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if locale ~= gameLocale and not isDefault then
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return -- nop, we don't need these translations
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end
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local app = AceLocale.apps[application]
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if not app then
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app = setmetatable({}, silent and readmetasilent or readmeta)
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AceLocale.apps[application] = app
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AceLocale.appnames[app] = application
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end
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registering = app -- remember globally for writeproxy and writedefaultproxy
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if isDefault then
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return writedefaultproxy
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end
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return writeproxy
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end
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--- Returns localizations for the current locale (or default locale if translations are missing).
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-- Errors if nothing is registered (spank developer, not just a missing translation)
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-- @param application Unique name of addon / module
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-- @param silent If true, the locale is optional, silently return nil if it's not found (defaults to false, optional)
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-- @return The locale table for the current language.
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function AceLocale:GetLocale(application, silent)
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if not silent and not AceLocale.apps[application] then
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error("Usage: GetLocale(application[, silent]): 'application' - No locales registered for '"..tostring(application).."'", 2)
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end
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return AceLocale.apps[application]
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end
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