WinForm多语言用户界面最优方案之二多语言技术方案最优解

WinForm多语言用户界面最优方案之一多语言技术方案概述

概述

设置Form、UserControl的Localizable设置成ture后对应的文件下会生成一个同名的.resx资源文件,对应的.Designer.cs文件内会生成如下代码:

 System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(Form1));
 resources.ApplyResources(this, "$this");
 resources.ApplyResources(this.button4, "button4");
 resources.GetString("comboBoxEdit1.Properties.Items")

resources是对应取.resx的对象,ApplyResources和GetString方法取资源内容,假如我们能够拦截resources对象并且重写ApplyResources和GetString是不是就能做导ui多语言的最优解?答案是肯定的。

ComponentDesigner

我们可以通过扩展组件的设计模式行为来定义一个控件,基 ComponentDesigner 设计器类提供了一个简单的设计器,该设计器可以在设计模式下扩展关联组件的行为。

  public class LocalizerDesigner : ComponentDesigner
    {
        public override void Initialize(IComponent c)
        {
            base.Initialize(c);
            var dh = (IDesignerHost)GetService(typeof(IDesignerHost));
            if (dh == null)
                return;

            var innerListProperty = dh.Container.Components.GetType().GetProperty("InnerList", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.FlattenHierarchy);
            var innerList = innerListProperty.GetValue(dh.Container.Components, null) as System.Collections.ArrayList;
            if (innerList == null)
                return;
            if (innerList.IndexOf(c) <= 1)
                return;
            innerList.Remove(c);
            innerList.Insert(0, c);

        }
    }

CodeDomSerializer

将对象图序列化为一系列 CodeDOM 语句。 此类提供序列化程序的抽象基类。

可以实现自定义 CodeDomSerializer ,以控制在设计时为某一类型的组件生成组件初始化代码。

"WinformMultilingual.Localizer"替换成自己的命名空间,此代码对应Designer.cs里拖控件时自动生成替换代码WinformMultilingual.Localizer.GetResourceManager(typeof(Form1), out resources);

  public class LocalizerSerializer : CodeDomSerializer
    {
        public override object Deserialize(IDesignerSerializationManager manager, object codeDomObject)
        {
            CodeDomSerializer baseSerializer = (CodeDomSerializer)
                manager.GetSerializer(typeof(Component), typeof(CodeDomSerializer));
            return baseSerializer.Deserialize(manager, codeDomObject);
        }

        public override object Serialize(IDesignerSerializationManager manager, object value)
        {
            CodeDomSerializer baseSerializer =
                (CodeDomSerializer)manager.GetSerializer(typeof(Component), typeof(CodeDomSerializer));

            object codeObject = baseSerializer.Serialize(manager, value);

            if (codeObject is CodeStatementCollection)
            {
                CodeStatementCollection statements = (CodeStatementCollection)codeObject;
                CodeTypeDeclaration classTypeDeclaration =
                    (CodeTypeDeclaration)manager.GetService(typeof(CodeTypeDeclaration));
                CodeExpression typeofExpression = new CodeTypeOfExpression(classTypeDeclaration.Name);
                CodeDirectionExpression outResourceExpression = new CodeDirectionExpression(
                    FieldDirection.Out, new CodeVariableReferenceExpression("resources"));
                CodeExpression rightCodeExpression =
                    new CodeMethodInvokeExpression(new CodeTypeReferenceExpression("WinformMultilingual.Localizer"), "GetResourceManager",
                    new CodeExpression[] { typeofExpression, outResourceExpression });

                statements.Insert(0, new CodeExpressionStatement(rightCodeExpression));
            }
            return codeObject;
        }
    }

Localizer

设计一个Localizer控件。

 [Designer(typeof(LocalizerDesigner))]
    [DesignerSerializer(typeof(LocalizerSerializer), typeof(CodeDomSerializer))]
    public class Localizer : Component
    {
        public static void GetResourceManager(Type type, out ComponentResourceManager resourceManager)
        {
            resourceManager = new MyResourceManager(type);
        }
    }

MyResourceManager

在MyResourceManager类中就可以拦截获取资源的代码,从xml或者json等文件中获取,从而实现兼容【较为自动化和高效】与【高度动态化和扩展性】能同时兼备。

 public class MyResourceManager : ComponentResourceManager
    {
        private Hashtable _resourceSets;
        private CultureInfo _neutralResourcesCulture;
        private Type _locationInfo;
        /// <devdoc>
        ///     The culture of the main assembly's neutral resources. If someone is asking for this culture's resources,
        ///     we don't need to walk up the parent chain.
        /// </devdoc>
        private CultureInfo NeutralResourcesCulture
        {
            get
            {
                if (_neutralResourcesCulture == null && MainAssembly != null)
                {
                    _neutralResourcesCulture = GetNeutralResourcesLanguage(MainAssembly);
                }

                return _neutralResourcesCulture;
            }
        }
        public MyResourceManager(Type type) : base(type)
        {
            _locationInfo = type;
        }
        /// <devdoc>
        ///     This method examines all the resources for the provided culture.
        ///     When it finds a resource with a key in the format of 
        ///     &quot[objectName].[property name]&quot; it will apply that resource's value
        ///     to the corresponding property on the object.  If there is no matching
        ///     property the resource will be ignored.
        /// </devdoc>
        public override void ApplyResources(object value, string objectName, CultureInfo culture)
        {
            if (value == null)
            {
                throw new ArgumentNullException("value");
            }
            if (objectName == null)
            {
                throw new ArgumentNullException("objectName");
            }
            if (culture == null)
            {
                culture = CultureInfo.CurrentUICulture;
            }

            // The general case here will be to always use the same culture, so optimize for
            // that.  The resourceSets hashtable uses culture as a key.  It's value is
            // a sorted dictionary that contains ALL the culture values (so it traverses up
            // the parent culture chain) for that culture.  This means that if ApplyResources
            // is called with different cultures there could be some redundancy in the
            // table, but it allows the normal case of calling with a single culture to 
            // be much faster.
            //

            // The reason we use a SortedDictionary here is to ensure the resources are applied
            // in an order consistent with codedom deserialization. 
            SortedList<string, object> resources;

            if (_resourceSets == null)
            {
                ResourceSet dummy;
                _resourceSets = new Hashtable();
                resources = FillResources(culture, out dummy);
                _resourceSets[culture] = resources;
            }
            else
            {
                resources = (SortedList<string, object>)_resourceSets[culture];
                if (resources == null || (resources.Comparer.Equals(StringComparer.OrdinalIgnoreCase) != IgnoreCase))
                {
                    ResourceSet dummy;
                    resources = FillResources(culture, out dummy);
                    _resourceSets[culture] = resources;
                }
            }

            BindingFlags flags = BindingFlags.Public | BindingFlags.GetProperty | BindingFlags.Instance;

            if (IgnoreCase)
            {
                flags |= BindingFlags.IgnoreCase;
            }

            bool componentReflect = false;
            if (value is IComponent)
            {
                ISite site = ((IComponent)value).Site;
                if (site != null && site.DesignMode)
                {
                    componentReflect = true;
                }
            }

            foreach (KeyValuePair<string, object> kvp in resources)
            {

                // See if this key matches our object.
                //
                string key = kvp.Key;
                if (key == null)
                {
                    continue;
                }

                if (IgnoreCase)
                {
                    if (string.Compare(key, 0, objectName, 0, objectName.Length, StringComparison.OrdinalIgnoreCase) != 0)
                    {
                        continue;
                    }
                }
                else
                {
                    if (string.CompareOrdinal(key, 0, objectName, 0, objectName.Length) != 0)
                    {
                        continue;
                    }
                }

                // Character after objectName.Length should be a ".", or else we should continue.
                //
                int idx = objectName.Length;
                if (key.Length <= idx || key[idx] != '.')
                {
                    continue;
                }

                // Bypass type descriptor if we are not in design mode.  TypeDescriptor does an attribute
                // scan which is quite expensive.
                //
                string propName = key.Substring(idx + 1);

                if (componentReflect)
                {
                    PropertyDescriptor prop = TypeDescriptor.GetProperties(value).Find(propName, IgnoreCase);

                    if (prop != null && !prop.IsReadOnly && (kvp.Value == null || prop.PropertyType.IsInstanceOfType(kvp.Value)))
                    {
                        prop.SetValue(value, kvp.Value);
                    }
                }
                else
                {
                    PropertyInfo prop = null;

                    try
                    {
                        prop = value.GetType().GetProperty(propName, flags);
                    }
                    catch (AmbiguousMatchException)
                    {
                        // Looks like we ran into a conflict between a declared property and an inherited one.
                        // In such cases, we choose the most declared one.
                        Type t = value.GetType();
                        do
                        {
                            prop = t.GetProperty(propName, flags | BindingFlags.DeclaredOnly);
                            t = t.BaseType;
                        } while (prop == null && t != null && t != typeof(object));
                    }

                    if (prop != null && prop.CanWrite && (kvp.Value == null || prop.PropertyType.IsInstanceOfType(kvp.Value)))
                    {
                        prop.SetValue(value, kvp.Value, null);
                    }
                }
            }
        }

        /// <devdoc>
        ///     Recursive routine that creates a resource hashtable
        ///     populated with resources for culture and all parent
        ///     cultures.
        /// </devdoc>
        private SortedList<string, object> FillResources(CultureInfo culture, out ResourceSet resourceSet)
        {

            SortedList<string, object> sd;
            ResourceSet parentResourceSet = null;

            // Traverse parents first, so we always replace more
            // specific culture values with less specific.
            //
            if (!culture.Equals(CultureInfo.InvariantCulture) && !culture.Equals(NeutralResourcesCulture))
            {
                sd = FillResources(culture.Parent, out parentResourceSet);
            }
            else
            {

                // We're at the bottom, so create the sorted dictionary
                // 
                if (IgnoreCase)
                {
                    sd = new SortedList<string, object>(StringComparer.OrdinalIgnoreCase);
                }
                else
                {
                    sd = new SortedList<string, object>(StringComparer.Ordinal);
                }
            }

            // Now walk culture's resource set.  Another thing we
            // do here is ask ResourceManager to traverse up the 
            // parent chain.  We do NOT want to do this because
            // we are trawling up the parent chain ourselves, but by
            // passing in true for the second parameter the resource
            // manager will cache the culture it did find, so when we 
            // do recurse all missing resources will be filled in
            // so we are very fast.  That's why we remember what our
            // parent resource set's instance was -- if they are the
            // same, we're looking at a cache we've already applied.
            //
            resourceSet = GetResourceSet(culture, true, true);
            if (resourceSet != null && !object.ReferenceEquals(resourceSet, parentResourceSet))
            {
                foreach (DictionaryEntry de in resourceSet)
                {
                    sd[(string)de.Key] = de.Value;
                }
            }
            //Todo 获取拉取的配置
            var dic = LanguageProvider.Provider.GetSortedList(_locationInfo, culture);
            foreach (var kv in dic)
            {
                sd[kv.Key] = kv.Value;
            }
            return sd;
        }
        // Looks up a resource value for a particular name.  Looks in the 
        // specified CultureInfo, and if not found, all parent CultureInfos.
        // Returns null if the resource wasn't found.
        // 
        public override string GetString(string name, CultureInfo culture)
        {
            //Todo 获取拉取的配置
            var value = LanguageProvider.Provider.GetString(_locationInfo,name, culture);
            if (value != null)
                return value.ToString();
            return base.GetString(name, culture);
        }
    }

怎么使用

使用时,设置Form、UserControl的Localizable设置成true,并拖当前控件到窗体,.Designer.cs中会自动生成拦截代码,替换资源成我们自己的对象,如下:

  WinformMultilingual.Localizer.GetResourceManager(typeof(Form1), out resources);

并设置CurrentCulture即可完成语言切换。这应该是最优解。

            Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture(CultureId);
            Thread.CurrentThread.CurrentUICulture = new CultureInfo(CultureId);

以上~~

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