--- **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 $Id$ local MAJOR,MINOR = "AceLocale-3.0-ElvUI", 8 local AceLocale, oldminor = LibStub:NewLibrary(MAJOR, MINOR) if not AceLocale then return end -- no upgrade needed -- Lua APIs local assert, tostring, error, type, pairs = assert, tostring, error, type, pairs local getmetatable, setmetatable, rawset, rawget = getmetatable, 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 }) -- ElvUI block local function BackfillTable(currentTable, defaultTable) if type(currentTable) ~= 'table' and type(defaultTable) ~= 'table' then return end for option, value in pairs(defaultTable) do if type(value) == 'table' then value = BackfillTable(currentTable[option], value) end if currentTable[option] ~= defaultTable[option] and currentTable[option] == option then currentTable[option] = value == true and option or value end end end -- end block --- 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. Must be set on the first locale registered. If set to "raw", nils will be returned for unknown keys (no metatable used). -- @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" function AceLocale:NewLocale(application, locale, isDefault, silent) local app = AceLocale.apps[application] if silent and app and getmetatable(app) ~= readmetasilent then geterrorhandler()("Usage: NewLocale(application, locale[, isDefault[, silent]]): 'silent' must be specified for the first locale registered") end if not app then if silent=="raw" then app = {} else app = setmetatable({}, silent and readmetasilent or readmeta) end AceLocale.apps[application] = app AceLocale.appnames[app] = application end -- ElvUI block if (not app[locale]) or (app[locale] and type(app[locale]) ~= 'table') then -- app[locale] = setmetatable({}, silent and readmetasilent or readmeta) -- To find missing keys app[locale] = setmetatable({}, readmetasilent) end registering = app[locale] -- remember globally for writeproxy and writedefaultproxy -- end block if isDefault and (not app.defaultLocale or app.defaultLocale == 'defaultLocale') then -- ElvUI app.defaultLocale = locale 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. --- Modified by ElvUI to add `locale` as second arg and the CopyTable section function AceLocale:GetLocale(application, locale, silent) if type(locale) == "boolean" then silent = locale locale = gameLocale end if not silent and not AceLocale.apps[application] then error("Usage: GetLocale(application[,locale[, silent]]): 'application' - No locales registered for '"..tostring(application).."'", 2) end if locale ~= AceLocale.apps[application].defaultLocale then BackfillTable(AceLocale.apps[application][locale], AceLocale.apps[application][AceLocale.apps[application].defaultLocale]) end return AceLocale.apps[application][locale] or AceLocale.apps[application][gameLocale] -- Just in case the table doesn't exist it reverts to default end