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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: Wed, 27 Oct 2010 07:41:27 +0200
User-agent: Mutt/1.5.20 (2009-06-14)

Hi,

On Sun, Oct 24, 2010 at 06:47:25PM +0200, Sylvain Beucler wrote:
> 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)

Apparently the technique you describe also works with any installed
locale, not just en_US.UTF-8.  Is that officially supported?

Cheers?

-- 
Sylvain





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