- 1. Usage in XAML.
- 2. Usage in code.
- 3. ErrorHandling.
- 4. Validate.
- 5. FormatString.
- 6. LanguageSelector
- 7. Examples
- 8. Embedded resource files (weaving).
- 9 Analyzer
The library has a StaticExtension
markupextension that is used when translating.
The reason for naming it StaticExtension
and not TranslateExtension
is that Resharper provides intellisense when named StaticExtension
Binding the text like below updates the text when Translator.CurrentCulture
changes enabling runtime selection of language.
The markupextension has ErrorHandling = ErrorHandling.ReturnErrorInfoPreserveNeutral as default, it encodes errors in the result, see ErrorFormats)
For each language, create a resource.xx.resx file. You can use ResXManager to do this for you.
<UserControl ...
xmlns:l="clr-namespace:Gu.Wpf.Localization;assembly=Gu.Wpf.Localization"
xmlns:p="clr-namespace:AppNamespace.Properties"
xmlns:localization="clr-namespace:Gu.Localization;assembly=Gu.Localization">
...
<!-- Dropbownbox to select a language -->
<ComboBox x:Name="LanguageComboBox"
ItemsSource="{Binding Path=(localization:Translator.Cultures)}"
SelectedItem="{Binding Path=(localization:Translator.Culture),
Converter={x:Static l:CultureOrDefaultConverter.Default}}" />
<!-- Label that changes translation upon language selection -->
<Label Content="{l:Static p:Resources.ResourceKeyName}" />
<Window ...
xmlns:p="clr-namespace:Gu.Wpf.Localization.Demo.WithResources.Properties"
xmlns:l="http://gu.se/Localization">
...
<TextBlock Text="{l:Static p:Resources.SomeResource}" />
<TextBlock Text="{l:Enum ResourceManager={x:Static p:Resources.ResourceManager},
Member={x:Static local:SomeEnum.SomeMember}}" />
...
The above will show SomeResource in the Translator.CurrentCulture
and update when culture changes.
By setting the attached property ErrorHandling.Mode
we override how translation errors are handled by the StaticExtension
for the child elements.
When null the StaticExtension
uses ReturnErrorInfoPreserveNeutral
<Grid l:ErrorHandling.Mode="ReturnErrorInfo"
... >
...
<TextBlock Text="{l:Static p:Resources.SomeResource}" />
<TextBlock Text="{l:Enum ResourceManager={x:Static p:Resources.ResourceManager},
Member={x:Static local:SomeEnum.SomeMember}}" />
...
A markupextension for accessing Translator.CurrentCulture
from xaml. Retruns a binding that updates when CurrentCulture changes.
<Grid numeric:NumericBox.Culture="{l:CurrentCulture}"
... >
...
<StackPanel Orientation="Horizontal">
<TextBlock Text="Effective culture: " />
<TextBlock Text="{l:CurrentCulture}" />
</StackPanel>
...
The static properties support binding. Use this XAML for a twoway binding:
<Window ...
xmlns:localization="clr-namespace:Gu.Localization;assembly=Gu.Localization">
...
<TextBox Text="{Binding Path=(localization:Translator.Culture)}" />
The API is not super clean, introducing a helper like this can clean things up a bit.
Creating it like the above is pretty verbose. Introducing a helper like below can clean it up some. The analyzer checks calls to this method but it assumes:
- That the class is named
Translate
- That the namespace the class is in has a class named
Resources
- That the first argument is of type
string
. - That the return type is
string
orITranslation
namespace YourNamespace.Properties
{
using Gu.Localization;
using Gu.Localization.Properties;
public static class Translate
{
/// <summary>Call like this: Translate.Key(nameof(Resources.Saved_file__0_)).</summary>
/// <param name="key">A key in Properties.Resources</param>
/// <param name="errorHandling">How to handle translation errors like missing key or culture.</param>
/// <returns>A translation for the key.</returns>
public static string Key(string key, ErrorHandling errorHandling = ErrorHandling.ReturnErrorInfoPreserveNeutral)
{
return TranslationFor(key, errorHandling).Translated;
}
/// <summary>Call like this: Translate.Key(nameof(Resources.Saved_file__0_)).</summary>
/// <param name="key">A key in Properties.Resources</param>
/// <param name="errorHandling">How to handle translation errors like missing key or culture.</param>
/// <returns>A translation for the key.</returns>
public static ITranslation TranslationFor(string key, ErrorHandling errorHandling = ErrorHandling.ReturnErrorInfoPreserveNeutral)
{
return Gu.Localization.Translation.GetOrCreate(Resources.ResourceManager, key, errorHandling);
}
}
}
Get or set the current culture. The default is null
Changing culture updates all translations. Setting culture to a culture for which there is no translation throws. Check ContainsCulture() first.
Get or set the current culture. The default is null
Changing culture updates all translations. Setting culture to a culture for which there is no translation throws. Check ContainsCulture() first.
Get the culture used in translations. By the following mechanism:
- CurrentCulture if not null.
- Any Culture in matching by name.
- Any Culture in matching by name.
- CultureInfo.InvariantCulture When this value changes CurrentCultureChanged is raised and all translatins updates and notifies.
Get a list with the available cultures. Cultures are found by looking in current directory and scanning for satellite assemblies.
Get or set how errors are handled. The default value is ReturnErrorInfoPreserveNeutral
.
Translate a key in a ResourceManager.
Use global culture & error handling:
Translator.Culture = CultureInfo.GetCultureInfo("en"); // no need to set this every time, just for illustration purposes here.
string inEnglish = Translator.Translate(Properties.Resources.ResourceManager,
nameof(Properties.Resources.SomeResource));
string neutral = Translator.Translate(Properties.Resources.ResourceManager,
nameof(Properties.Resources.SomeResource),
CultureInfo.InvariantCulture);
string inSwedish = Translator.Translate(Properties.Resources.ResourceManager,
nameof(Properties.Resources.SomeResource),
CultureInfo.GetCultureInfo("sv"));
Translator.ErrorHandling = ErrorHandling.ReturnErrorInfo; // no need to set this every time, just for illustration purposes here.
string inSwedish = Translator.Translate(Properties.Resources.ResourceManager,
nameof(Properties.Resources.SomeResource),
ErrorHandling.Throw);
Translator.ErrorHandling = ErrorHandling.Throw; // no need to set this every time, just for illustration purposes here.
string inSwedish = Translator.Translate(Properties.Resources.ResourceManager,
nameof(Properties.Resources.SomeResource),
ErrorHandling.ReturnErrorInfo);
Translator.Culture = CultureInfo.GetCultureInfo("en");
string inSwedish = Translator.Translate(Properties.Resources.ResourceManager,
nameof(Properties.Resources.SomeResource__0__),
foo);
Same as translator but used like Translator<Properties.Resources>.Translate(...)
An object with a Translated property that is a string with the value in Translator.CurrentCulture
Implements INotifyPropertyChanged
and notifies when for the property Translated
if a change in Translator.CurrentCulture
updates the translation.
Returns an ITranslation
from cache or creates and caches a new instance.
If ErrorHandling is Throw it throws if the key is missing. If other than throw a StaticTranslation
is returned.
Translation translation = Translation.GetOrCreate(Properties.Resources.ResourceManager, nameof(Properties.Resources.SomeResource))
An implementation of ITranslation
that never updates the Translated
property and returns the value of Translated
when calling Translate()
on it with any paramaters.
This is returned from Translation.GetOrCreate(...)
if the key is missing.
When calling the translate methods an ErrorHandling argument can be provided.
If ErrorHandling.ReturnErrorInfo
is passed in the method does not throw but returns information about the error in the string.
There is also a property Translator.ErrorHandling
that sets default behaviour. If an explicit errorhandling is passed in to a method it overrides the global setting.
By setting Translator.Errorhandling
the global default is changed.
When ReturnErrorInfo
or ReturnErrorInfoPreserveNeutral
is used the following formats are used to encode errors.
Error | Format |
---|---|
missing key | !{key}! |
missing culture | ~{key}~ |
missing translation | _{key}_ |
missing resources | ?{key}? |
invalid format | {{"{format}" : {args}}} |
unknown error | #{key}# |
Conveience API for unit testing localization.
Validate a ResourceManager
like this:
TranslationErrors errors = Validate.Translations(Properties.Resources.ResourceManager);
Assert.IsTrue(errors.IsEmpty);
Checks:
- That all keys has a non null value for all cultures in
Translator.AllCultures
- If the resource is a format string like
"First: {0}, second{1}"
it checks that.- The number of format items are the same for all cultures.
- That all format strings has format items numbered 0..1..n
Validate an enum
like this:
TranslationErrors errors = Validate.EnumTranslations<DummyEnum>(Properties.Resources.ResourceManager);
Assert.IsTrue(errors.IsEmpty);
Checks:
- That all enum members has keys in the
ResourceManager
- That all keys has non null value for all cultures in
Translator.AllCultures
errors.ToString(" ", Environment.NewLine);
Prints a formatted report with the errors found, sample:
Key: EnglishOnly
Missing for: { de, sv }
Key: Value___0_
Has format errors, the formats are:
Value: {0}
null
Värde: {0} {1}
Validate a formatstring like this:
Validate.Format("Value: {0}", 1);
Debug.Assert(Validate.IsValidFormat("Value: {0}", 1), "Invalid format...");
Conveience API for testing formatstrings.
Returns true if the string contains placeholders like "Value: {0}"
and is a valid format string.
Returns true if the string contains placeholders like "Value: {0}"
that matches the number of parameters and is a valid format string.
A simple control for changing current language. A few flags are included in the library, many are probably missing.
Note: LanguageSelector might be depricated in the future
Default is false.
If true it popolates itself with Translator.Cultures
in the running application and picks the default flag or null.
<l:LanguageSelector AutogenerateLanguages="True" />
<l:LanguageSelector>
<l:Language Culture="de-DE"
FlagSource="pack://application:,,,/Gu.Wpf.Localization;component/Flags/de.png" />
<l:Language Culture="en-GB"
FlagSource="pack://application:,,,/Gu.Wpf.Localization;component/Flags/gb.png" />
<l:Language Culture="sv-SE"
FlagSource="pack://application:,,,/Gu.Wpf.Localization;component/Flags/se.png" />
</l:LanguageSelector>
The below example binds the available cutures to a ComboBox.
<ComboBox ItemsSource="{Binding Path=(localization:Translator.Cultures)}" DockPanel.Dock="Top" HorizontalAlignment="right"
SelectedItem="{Binding Path=(localization:Translator.CurrentCulture)}"/>
<Window ...
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:globalization="clr-namespace:System.Globalization;assembly=mscorlib"
xmlns:l="http://gu.se/Localization"
xmlns:localization="clr-namespace:Gu.Localization;assembly=Gu.Localization">
<Grid>
<ComboBox MinWidth="100"
HorizontalAlignment="Right"
VerticalAlignment="Top"
ItemsSource="{Binding Path=(localization:Translator.Cultures)}"
SelectedItem="{Binding Path=(localization:Translator.Culture)}">
<ComboBox.ItemTemplate>
<DataTemplate DataType="{x:Type globalization:CultureInfo}">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="Auto" />
</Grid.ColumnDefinitions>
<Image Grid.Column="0"
Height="12"
VerticalAlignment="Center"
Source="{Binding Converter={x:Static l:CultureToFlagPathConverter.Default}}"
Stretch="Fill" />
<TextBlock Grid.Column="1"
Margin="10,0,0,0"
HorizontalAlignment="Left"
VerticalAlignment="Center"
Text="{Binding NativeName}" />
</Grid>
</DataTemplate>
</ComboBox.ItemTemplate>
</ComboBox>
...
</Grid>
</Window>
For convenience a converter that converts from CultureInfo
to a string with the pack uri of the flag resource is included.
"Weaving refers to the process of injecting functionality into an existing program."
You might want to publish your software as just one .exe file, without additional assemblies (dll files). Gu.Localization supports this, and a sample project is added here. We advice you to use Fody (for it is tested).
- Install https://www.nuget.org/packages/Fody/ (and add FodyWeavers.xml to your project, see here)
- Install https://www.nuget.org/packages/Costura.Fody/
- Install https://www.nuget.org/packages/Resource.Embedder/ to include the satelite assemblies (in the folders /sv-SE/, /nl-NL/, etc)
Your resource files are now embeded in your executable. Gu.Localization will use the embedded resource files.
Checks if keys exists and some code fixes for conveninence.