__index = assertfalse |
}) |
|
-- AceLocale:NewLocale(application, locale, isDefault [, silent]) |
--- Register a new locale (or extend an existing one) for the specified application. |
-- :NewLocale will return a table you can fill your locale into, or nil if the locale isn't needed for the players |
-- game locale. |
-- @paramsig application, locale[, isDefault[, silent]] |
-- @param application Unique name of addon / module |
-- @param locale Name of the locale to register, e.g. "enUS", "deDE", etc. |
-- @param isDefault If this is the default locale being registered (your addon is written in this language, generally enUS) |
-- @param silent If true, the locale will not issue warnings for missing keys. Can only be set on the default locale. |
-- @usage |
-- -- enUS.lua |
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "enUS", true) |
-- L["string1"] = true |
-- |
-- application (string) - unique name of addon / module |
-- locale (string) - name of locale to register, e.g. "enUS", "deDE", etc... |
-- isDefault (boolean) - if this is the default locale being registered |
-- silent (boolean) - if true, the locale will not issue warnings for missing keys. may only be set on the default locale |
-- |
-- Returns a table where localizations can be filled out, or nil if the locale is not needed |
-- -- deDE.lua |
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "deDE") |
-- if not L then return end |
-- L["string1"] = "Zeichenkette1" |
-- @return Locale Table to add localizations to, or nil if the current locale is not required. |
function AceLocale:NewLocale(application, locale, isDefault, silent) |
|
if silent and not isDefault then |