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