/* === MANAGING LOCALE DATA (TEXT MAPPINGS) === */ /** * Registers a resource file as a source of locale data for the specified * locale. * * @param locale The locale of the definitions provided. * @param resource A LocaleDataSource containing string data for the locale provided * @throws NullPointerException if resource or locale are null */ public void registerLocaleResource(String locale, LocaleDataSource resource) { if (locale == null) { throw new NullReferenceException("Attempt to register a data source to a null locale in the localizer"); } if (resource == null) { throw new NullReferenceException("Attempt to register a null data source in the localizer"); } ArrayList resources = new ArrayList(); if (localeResources.ContainsKey(locale)) { resources = (ArrayList)localeResources[locale]; } resources.Add(resource); localeResources.put(locale, resources); if (locale.Equals(currentLocale)) { loadCurrentLocaleResources(); } }
/** * Get the set of mappings for a locale. * * @param locale Locale * @returns Hashtable representing text mappings for this locale. Returns null if locale not defined or null. */ public OrderedHashtable getLocaleData(String locale) { if (locale == null || !this.locales.Contains(locale)) { return(null); } //It's very important that any default locale contain the appropriate strings to localize the interface //for any possible language. As such, we'll keep around a table with only the default locale keys to //ensure that there are no localizations which are only present in another locale, which causes ugly //and difficult to trace errors. OrderedHashtable defaultLocaleKeys = new OrderedHashtable(); //This table will be loaded with the default values first (when applicable), and then with any //language specific translations overwriting the existing values. OrderedHashtable data = new OrderedHashtable(); // If there's a default locale, we load all of its elements into memory first, then allow // the current locale to overwrite any differences between the two. if (fallbackDefaultLocale && defaultLocale != null) { ArrayList defaultResources = (ArrayList)localeResources[defaultLocale]; for (int i = 0; i < defaultResources.Count; ++i) { loadTable(data, ((LocaleDataSource)defaultResources[i]).getLocalizedText()); } for (IEnumerator en = data.GetEnumerator(); en.MoveNext();) { defaultLocaleKeys.put(en.Current, Boolean.TrueString); } } ArrayList resources = (ArrayList)localeResources[locale]; for (int i = 0; i < resources.Count; ++i) { loadTable(data, ((LocaleDataSource)resources[i]).getLocalizedText()); } //If we're using a default locale, now we want to make sure that it has all of the keys //that the locale we want to use does. Otherwise, the app will crash when we switch to //a locale that doesn't contain the key. if (fallbackDefaultLocale && defaultLocale != null) { String missingKeys = ""; int keysmissing = 0; for (IEnumerator en = data.GetEnumerator(); en.MoveNext();) { String key = (String)en.Current; if (!defaultLocaleKeys.ContainsKey(key)) { missingKeys += key + ","; keysmissing++; } } if (keysmissing > 0) { //Is there a good way to localize these exceptions? throw new NoLocalizedTextException("Error loading locale " + locale + ". There were " + keysmissing + " keys which were contained in this locale, but were not " + "properly registered in the default Locale. Any keys which are added to a locale should always " + "be added to the default locale to ensure appropriate functioning.\n" + "The missing translations were for the keys: " + missingKeys, missingKeys, defaultLocale); } } return(data); }