Android and Desktop games internationalization using Java and LibGDX

原文地址:http://blog.gemserk.com/2012/05/23/android-and-desktop-games-internationalization-using-java-and-libgdx/

Recently, we had to add multiple language support for a game we aredeveloping. As you may know, Java provides classes to simplify thetask of making your application available in multiple languages. Inthis post we want to share a bit our experience when using Javalocalization classes in a LibGDX application to provide multiplelanguage support for both Android and desktop platforms.

Quick introduction

Java provides a class named ResourceBundle whichprovides a way to store resources (mainly strings) for a givenlocale, so you can ask for a string identified by a key and it willreturn the text depending the current locale. You can read thearticle JavaInternationalization: Localization withResourceBundles if you want to know more abouthow to use Java classes for internationalization. The rest of thepost assumes you know something about Locale andResourceBundle classes.

Why we don’t use Android resources

Android provides also a way to support multiple locale resourcesbut it depends on Android API, so we prefer to use the Java APIinstead which should work on all platforms.

Our experience when using Java internationalization on Android

When letting ResourceBundle to automatically load resources bundlesfrom properties files, Javaexpectsthem to be in ISO-8859-1 encoding. However, it seems Androidbehaves in a different way and expects another encoding by default.So, when resource bundles are automatically loaded in Android froman ISO-8859-1 properties file with special characters, it loadsthem wrong.

The first try

The first solution we tried to fix this was to callResourceBundle.getBundle() method using acustom Control implementationwhich creates PropertyResourceBundles usingan InputReader with the correct encoding. Here is a code example toachieve that:


public class EncodingControl extends Control {

        String encoding;

        public EncodingControl(String encoding) {
                this.encoding = encoding;
        }

        @Override
        public ResourceBundle newBundle(String baseName, Locale locale, String format, ClassLoader loader, boolean reload) 
                        throws IllegalAccessException, InstantiationException, IOException {
                String bundleName = toBundleName(baseName, locale);
                String resourceName = toResourceName(bundleName, "properties");
                ResourceBundle bundle = null;
                InputStream inputStream = null;
                try {
                        inputStream = loader.getResourceAsStream(resourceName);
                        bundle = new PropertyResourceBundle(new InputStreamReader(inputStream, encoding));
                } finally {
                        if (inputStream != null)
                                inputStream.close();
                }
                return bundle;
        }
}

After that, we customized the Control class to work with LibGDXFileHandle in order to place the properties files in the assetsfolder. Here is the final code for our Control implementation:


public class GdxFileControl extends Control {

        private String encoding;
        private FileType fileType;

        public GdxFileControl(String encoding, FileType fileType) {
                this.encoding = encoding;
                this.fileType = fileType;
        }
        
        public ResourceBundle newBundle(String baseName, Locale locale, String format, ClassLoader loader, boolean reload) 
                        throws IllegalAccessException, InstantiationException, IOException {
                // The below is a copy of the default implementation.
                String bundleName = toBundleName(baseName, locale);
                String resourceName = toResourceName(bundleName, "properties");
                ResourceBundle bundle = null;
                FileHandle fileHandle = Gdx.files.getFileHandle(resourceName, fileType);
                if (fileHandle.exists()) {
                        InputStream stream = null;
                        try {
                                stream = fileHandle.read();
                                // Only this line is changed to make it to read properties files as UTF-8.
                                bundle = new PropertyResourceBundle(new InputStreamReader(stream, encoding));
                        } finally {
                                if (stream != null)
                                        stream.close();
                        }
                }
                return bundle;
        }
}

And that can be called in this way:


       ResourceBundle.getBundle("messages", new GdxFileControl("ISO-8859-1", FileType.Internal))

That worked really well until we discovered that Android API sucksand doesn’tsupport ResourceBundle.Control before API level 9, that meansour solution works only for users with Android 2.3+. That’s aproblem since we want to support 2.0+, so we had to think anotherway to solve this.

The second try

After some tests, we discovered that if we construct aPropertyResourceBundle using an InputStream, the expected encodingis ISO-8859-1 for both desktop and Android. That means that, if weuse that specific PropertyResourceBundle constructor, we don’t haveto force the encoding. So, the new solution consists in building aPropertyResourceBundle for each locale and configuring thehierarchy ourselves by setting their parent ResourceBundle. Here isan example of what we do now:


     FileHandle rootFileHandle = Gdx.files.internal("data/messages.properties");
        FileHandle spanishFileHandle = Gdx.files.internal("data/messages_es.properties");
        ResourceBundle rootResourceBundle = new PropertyResourceBundle(rootFileHandle.read());
        ResourceBundle spanishResourceBundle = new PropertyResourceBundle(spanishFileHandle.read()) {{
                setParent(rootResourcebundle);
        }};

After that we created a map of ResourceBundles for each Locale wesupport, so we can call something like:


 ResourceBundle resourceBundle = getResourceBundle(new Locale("es"));

The good part is this solution works well for both Android anddesktop despite the Android API level (PropertyResourceBudndleseems to be supported from API Level 1). The bad part is that welost the ResourceBundle logic to automatically build the hierarchyof resources and we had to do that manually now.

Conclusion

Supporting multiple languages in an application is a way to sayusers of all around the world you care about them but translatingtext to several languages is not cheap at all, however, Javaprovides a good framework to simplify the job if you decide tosupport internationalization.

And as a side conclusion: never assume all the Java classes you areusing are implemented for the minimum Android API you aretargeting.

References


注:
public class TestResourceBundle{ 
        public static void main(String[]args) { 
                Localelocale1 = new Locale("zh""CN"); 
                ResourceBundleresb1 = ResourceBundle.getBundle("myres",locale1); 
                System.out.println(resb1.getString("aaa")); 

                ResourceBundleresb2 = ResourceBundle.getBundle("myres",Locale.getDefault()); 
                System.out.println(resb1.getString("aaa")); 

                Localelocale3 = new Locale("en""US"); 
                ResourceBundleresb3 = ResourceBundle.getBundle("myres",locale3); 
                System.out.println(resb3.getString("aaa")); 
        
}
基于STM32F407,使用DFS算法实现最短迷宫路径检索,分为三种模式:1.DEBUG模式,2. 训练模式,3. 主程序模式 ,DEBUG模式主要分析bug,测量必要数据,训练模式用于DFS算法训练最短路径,并将最短路径以链表形式存储Flash, 主程序模式从Flash中….zip项目工程资源经过严格测试可直接运行成功且功能正常的情况才上传,可轻松复刻,拿到资料包后可轻松复现出一样的项目,本人系统开发经验充足(全领域),有任何使用问题欢迎随时与我联系,我会及时为您解惑,提供帮助。 【资源内容】:包含完整源码+工程文件+说明(如有)等。答辩评审平均分达到96分,放心下载使用!可轻松复现,设计报告也可借鉴此项目,该资源内项目代码都经过测试运行成功,功能ok的情况下才上传的。 【提供帮助】:有任何使用问题欢迎随时与我联系,我会及时解答解惑,提供帮助 【附带帮助】:若还需要相关开发工具、学习资料等,我会提供帮助,提供资料,鼓励学习进步 【项目价值】:可用在相关项目设计中,皆可应用在项目、毕业设计、课程设计、期末/期中/大作业、工程实训、大创等学科竞赛比赛、初期项目立项、学习/练手等方面,可借鉴此优质项目实现复刻,设计报告也可借鉴此项目,也可基于此项目来扩展开发出更多功能 下载后请首先打开README文件(如有),项目工程可直接复现复刻,如果基础还行,也可在此程序基础上进行修改,以实现其它功能。供开源学习/技术交流/学习参考,勿用于商业用途。质量优质,放心下载使用。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值