- 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!
39 lines
1.3 KiB
C++
39 lines
1.3 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) 2002-2005, International Business Machines Corporation and *
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* others. All Rights Reserved. *
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*******************************************************************************
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*
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*******************************************************************************
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*/
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#ifndef LOCUTIL_H
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#define LOCUTIL_H
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#include "unicode/utypes.h"
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#include "hash.h"
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#if !UCONFIG_NO_SERVICE || !UCONFIG_NO_TRANSLITERATION
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U_NAMESPACE_BEGIN
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// temporary utility functions, till I know where to find them
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// in header so tests can also access them
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class U_COMMON_API LocaleUtility {
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public:
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static UnicodeString& canonicalLocaleString(const UnicodeString* id, UnicodeString& result);
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static Locale& initLocaleFromName(const UnicodeString& id, Locale& result);
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static UnicodeString& initNameFromLocale(const Locale& locale, UnicodeString& result);
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static const Hashtable* getAvailableLocaleNames(const UnicodeString& bundleID);
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static bool isFallbackOf(const UnicodeString& root, const UnicodeString& child);
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};
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U_NAMESPACE_END
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#endif
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#endif
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