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Re: Accessing a message catalog independently of the system locales
From: |
Sylvain Beucler |
Subject: |
Re: Accessing a message catalog independently of the system locales |
Date: |
Sun, 24 Oct 2010 18:47:26 +0200 |
User-agent: |
Mutt/1.5.20 (2009-06-14) |
Hi again,
On Sun, Oct 24, 2010 at 05:37:46PM +0200, Bruno Haible wrote:
> > Well, I guess that if I want to provide a one-click way to select the
> > game language, I can embed .mo parsing in the application.
> >
> > Or detect the missing locale and warn the user.
> >
> > Or wait until all distros pre-install all locale definitions :)
>
> This is more than you need. Just
> 1) test whether an en_US.UTF-8 locale is present. If not, warn the user.
> 2) Set the LC_CTYPE and LC_MESSAGES categories of the locale to en_US.UTF-8,
> via setlocale(), and set the LANGUAGE environment variable, using
> setenv().
Indeed, combining the different methods (this, and searching through
'locale -a' without the encoding part), 95% of GNU/Linux installs will
get a translation, the remaining 5% will get a warning, and I'll get a
headache ;)
I implemented this at:
http://git.savannah.gnu.org/cgit/freedink/dfarc.git/tree/src/DFArcFrame.cpp
(look for DFArcFrame::OnPlay)
--
Sylvain