Pebble library to support locale features in apps/faces and select the correct text to display.
This library is a fork of the excellent locale_framework under MIT license. A lot of code has not been changed or just a little. All the credits go to @C-D-Lewis @mhungerford ! Thanks for your work
- Run
pebble package install pebble-localize
.
- For all strings that you wish to localize, add
_()
around them.
_("Breakfast Time");
-
Run
python gen_dict.py src/ locale_english.json
. This will generatelocale_english.json
andlocale_english.bin
.gen_dict.py
script can be found here -
Move
locale_english.bin
to your project'sresources
directory. -
Make a copy of
locale_english.json
for other languages, such aslocale_german.json
. -
Modify
locale_german.json
to replace the English strings with German strings. -
Run
python dict2bin.py locale_german.json
. This will generatelocale_german.bin
.dict2bin.py
script can be found here -
Move
locale_german.bin
to your project'sresources
directory. -
Add the new
.bin
resource files to your project'sappinfo.json
file as shown in the App Resources guide. For example, for the four language files in this project are added as shown below:
"media": [
{
"type": "raw",
"name": "LOCALE_ENGLISH",
"file": "locale_english.bin"
},
{
"type": "raw",
"name": "LOCALE_FRENCH",
"file": "locale_french.bin"
},
{
"type": "raw",
"name": "LOCALE_SPANISH",
"file": "locale_spanish.bin"
}
]
- Include the library in any C files that will use it:
#include <pebble-localize/pebble-localize.h>
- Modify your main function to use
localize_init()
andlocalize_deinit()
:
int main(void) {
// Init localize library with your choosen locale
localize_init(RESOURCE_ID_LOCALE_SPANISH);
/* Other app code */
// Change the locale is possible
localize_init(RESOURCE_ID_LOCALE_FRENCH);
/* Other app code */
// DeInit localize library to clean up resources
localize_deinit();
}
- Compile your application and install!
In the first version of the package, the whole binary file was loaded during localize_init
. So it consumed memory even if some strings were not really used in your app.
Now, strings are loaded on demand and then stored in cache for a fast access. By default the cache size is unlimited (of course the maximum size of your cache is the size of your binary file) but if you know only a certain number of strings are really used at the same time, you can configure the cache size and save memory.
localize_set_cache_size(5); // 5 is the number of strings in the cache
Example :
Your watchface displays the name of the day. You will have 7 strings in you binary file but only one string is used at the same time.
With the default configuration, after 2 days the cache will contain 2 strings, after 5 days 5 strings, after 7 days 7 strings, after 21 days ... 7 strings.
If you call the localize_set_cache_size(1)
, the cache will contain only 1 string and you will save memory (the 6 other days are not saved in memory)
If you wish to add more translations in the future, repeat Generating Translation Resources to obtain new translation binary resources. You will also need to do this in the event that you modify any of your strings.