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test2/intern/locale/messages_apple.mm
Brecht Van Lommel 820f261371 Refactor: Replace Boost Locale for translation
Use code adapted from boost::locale to implement locale name parsing
and .mo file reading ourselves.

Together with #132142 this removes the last direct Blender dependency
on Boost.

Pull Request: https://projects.blender.org/blender/blender/pulls/133347
2025-01-22 09:00:32 +01:00

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/* SPDX-FileCopyrightText: 2012 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup intern_locale
*/
#include "messages.h"
#import <Cocoa/Cocoa.h>
#include <cstdlib>
#include <string>
namespace blender::locale {
#if !defined(WITH_HEADLESS) && !defined(WITH_GHOST_SDL)
/* Get current locale. */
std::string Info::macos_user_locale()
{
std::string result;
@autoreleasepool {
CFLocaleRef myCFLocale = CFLocaleCopyCurrent();
NSLocale *myNSLocale = (NSLocale *)myCFLocale;
[myNSLocale autorelease];
/* This produces gettext-invalid locale in recent macOS versions (11.4),
* like `ko-Kore_KR` instead of `ko_KR`. See #88877. */
// NSString *nsIdentifier = [myNSLocale localeIdentifier];
NSString *nsIdentifier = myNSLocale.languageCode;
NSString *nsIdentifier_country = myNSLocale.countryCode;
if (nsIdentifier.length != 0 && nsIdentifier_country.length != 0) {
nsIdentifier = [NSString stringWithFormat:@"%@_%@", nsIdentifier, nsIdentifier_country];
}
result = nsIdentifier.UTF8String;
}
return result + ".UTF-8";
}
#endif
} // namespace blender::locale