- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// © 2016 and later: Unicode, Inc. and others.
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// License & terms of use: http://www.unicode.org/copyright.html
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/*
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**********************************************************************
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* Copyright (c) 2004-2014, International Business Machines
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* Corporation and others. All Rights Reserved.
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**********************************************************************
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* Author: Alan Liu
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* Created: January 16 2004
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* Since: ICU 2.8
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**********************************************************************
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*/
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#include "locbased.h"
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#include "uresimp.h"
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U_NAMESPACE_BEGIN
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const Locale& LocaleBased::getLocale(const Locale& valid, const Locale& actual,
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ULocDataLocaleType type, UErrorCode& status) {
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if (U_FAILURE(status)) {
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return Locale::getRoot();
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}
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switch(type) {
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case ULOC_VALID_LOCALE:
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return valid;
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case ULOC_ACTUAL_LOCALE:
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return actual;
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default:
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status = U_ILLEGAL_ARGUMENT_ERROR;
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return Locale::getRoot();
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}
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}
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const char* LocaleBased::getLocaleID(const Locale& valid, const Locale& actual,
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ULocDataLocaleType type, UErrorCode& status) {
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const Locale& locale = getLocale(valid, actual, type, status);
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if (U_FAILURE(status)) {
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return nullptr;
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}
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return locale == Locale::getRoot() ? kRootLocaleName : locale.getName();
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}
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U_NAMESPACE_END
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