godot/thirdparty/icu4c/common/locdispnames.cpp

// © 2016 and later: Unicode, Inc. and others.
// License & terms of use: http://www.unicode.org/copyright.html
/*
*******************************************************************************
*
*   Copyright (C) 1997-2016, International Business Machines
*   Corporation and others.  All Rights Reserved.
*
*******************************************************************************
*   file name:  locdispnames.cpp
*   encoding:   UTF-8
*   tab size:   8 (not used)
*   indentation:4
*
*   created on: 2010feb25
*   created by: Markus W. Scherer
*
*   Code for locale display names, separated out from other .cpp files
*   that then do not depend on resource bundle code and display name data.
*/

#include "unicode/utypes.h"
#include "unicode/brkiter.h"
#include "unicode/locid.h"
#include "unicode/uenum.h"
#include "unicode/uloc.h"
#include "unicode/ures.h"
#include "unicode/ustring.h"
#include "charstr.h"
#include "cmemory.h"
#include "cstring.h"
#include "putilimp.h"
#include "ulocimp.h"
#include "uresimp.h"
#include "ureslocs.h"
#include "ustr_imp.h"

// C++ API ----------------------------------------------------------------- ***

U_NAMESPACE_BEGIN

UnicodeString&
Locale::getDisplayLanguage(UnicodeString& dispLang) const
{}

/*We cannot make any assumptions on the size of the output display strings
* Yet, since we are calling through to a C API, we need to set limits on
* buffer size. For all the following getDisplay functions we first attempt
* to fill up a stack allocated buffer. If it is to small we heap allocated
* the exact buffer we need copy it to the UnicodeString and delete it*/

UnicodeString&
Locale::getDisplayLanguage(const Locale &displayLocale,
                           UnicodeString &result) const {}

UnicodeString&
Locale::getDisplayScript(UnicodeString& dispScript) const
{}

UnicodeString&
Locale::getDisplayScript(const Locale &displayLocale,
                          UnicodeString &result) const {}

UnicodeString&
Locale::getDisplayCountry(UnicodeString& dispCntry) const
{}

UnicodeString&
Locale::getDisplayCountry(const Locale &displayLocale,
                          UnicodeString &result) const {}

UnicodeString&
Locale::getDisplayVariant(UnicodeString& dispVar) const
{}

UnicodeString&
Locale::getDisplayVariant(const Locale &displayLocale,
                          UnicodeString &result) const {}

UnicodeString&
Locale::getDisplayName( UnicodeString& name ) const
{}

UnicodeString&
Locale::getDisplayName(const Locale &displayLocale,
                       UnicodeString &result) const {}

#if ! UCONFIG_NO_BREAK_ITERATION

// -------------------------------------
// Gets the objectLocale display name in the default locale language.
UnicodeString& U_EXPORT2
BreakIterator::getDisplayName(const Locale& objectLocale,
                             UnicodeString& name)
{}

// -------------------------------------
// Gets the objectLocale display name in the displayLocale language.
UnicodeString& U_EXPORT2
BreakIterator::getDisplayName(const Locale& objectLocale,
                             const Locale& displayLocale,
                             UnicodeString& name)
{}

#endif


U_NAMESPACE_END

// C API ------------------------------------------------------------------- ***

U_NAMESPACE_USE

namespace {

/* ### Constants **************************************************/

/* These strings describe the resources we attempt to load from
 the locale ResourceBundle data file.*/
constexpr char _kLanguages[]       =;
constexpr char _kScripts[]         =;
constexpr char _kScriptsStandAlone[] =;
constexpr char _kCountries[]       =;
constexpr char _kVariants[]        =;
constexpr char _kKeys[]            =;
constexpr char _kTypes[]           =;
//constexpr char _kRootName[]        = "root";
constexpr char _kCurrency[]        =;
constexpr char _kCurrencies[]      =;
constexpr char _kLocaleDisplayPattern[] =;
constexpr char _kPattern[]         =;
constexpr char _kSeparator[]       =;

/* ### Display name **************************************************/

int32_t
_getStringOrCopyKey(const char *path, const char *locale,
                    const char *tableKey, 
                    const char* subTableKey,
                    const char *itemKey,
                    const char *substitute,
                    char16_t *dest, int32_t destCapacity,
                    UErrorCode &errorCode) {}

UDisplayNameGetter;

int32_t
_getDisplayNameForComponent(const char *locale,
                            const char *displayLocale,
                            char16_t *dest, int32_t destCapacity,
                            UDisplayNameGetter *getter,
                            const char *tag,
                            UErrorCode &errorCode) {}

}  // namespace

U_CAPI int32_t U_EXPORT2
uloc_getDisplayLanguage(const char *locale,
                        const char *displayLocale,
                        char16_t *dest, int32_t destCapacity,
                        UErrorCode *pErrorCode) {}

U_CAPI int32_t U_EXPORT2
uloc_getDisplayScript(const char* locale,
                      const char* displayLocale,
                      char16_t *dest, int32_t destCapacity,
                      UErrorCode *pErrorCode)
{}

static int32_t
uloc_getDisplayScriptInContext(const char* locale,
                      const char* displayLocale,
                      char16_t *dest, int32_t destCapacity,
                      UErrorCode *pErrorCode)
{}

U_CAPI int32_t U_EXPORT2
uloc_getDisplayCountry(const char *locale,
                       const char *displayLocale,
                       char16_t *dest, int32_t destCapacity,
                       UErrorCode *pErrorCode) {}

/*
 * TODO separate variant1_variant2_variant3...
 * by getting each tag's display string and concatenating them with ", "
 * in between - similar to uloc_getDisplayName()
 */
U_CAPI int32_t U_EXPORT2
uloc_getDisplayVariant(const char *locale,
                       const char *displayLocale,
                       char16_t *dest, int32_t destCapacity,
                       UErrorCode *pErrorCode) {}

/* Instead of having a separate pass for 'special' patterns, reintegrate the two
 * so we don't get bitten by preflight bugs again.  We can be reasonably efficient
 * without two separate code paths, this code isn't that performance-critical.
 *
 * This code is general enough to deal with patterns that have a prefix or swap the
 * language and remainder components, since we gave developers enough rope to do such
 * things if they futz with the pattern data.  But since we don't give them a way to
 * specify a pattern for arbitrary combinations of components, there's not much use in
 * that.  I don't think our data includes such patterns, the only variable I know if is
 * whether there is a space before the open paren, or not.  Oh, and zh uses different
 * chars than the standard open/close paren (which ja and ko use, btw).
 */
U_CAPI int32_t U_EXPORT2
uloc_getDisplayName(const char *locale,
                    const char *displayLocale,
                    char16_t *dest, int32_t destCapacity,
                    UErrorCode *pErrorCode)
{}

U_CAPI int32_t U_EXPORT2
uloc_getDisplayKeyword(const char* keyword,
                       const char* displayLocale,
                       char16_t* dest,
                       int32_t destCapacity,
                       UErrorCode* status){}


#define UCURRENCY_DISPLAY_NAME_INDEX

U_CAPI int32_t U_EXPORT2
uloc_getDisplayKeywordValue(   const char* locale,
                               const char* keyword,
                               const char* displayLocale,
                               char16_t* dest,
                               int32_t destCapacity,
                               UErrorCode* status){}