In order to support localization YOU SHOULD NOT have hardcoded UI display strings in your code. Instead, use resource files to consume strings.
Use StringTable
resource to store the strings and resource header file(resource.h
) to store Id's linked to the UI display string. Add the strings with Id's referenced from the header file to the resource-definition script file. You can use Visual Studio Resource Editor to create and manage resource files.
resource.h
:
XXX must be a unique int in the list (mostly the int ID of the last string id plus one):
#define IDS_MODULE_DISPLAYNAME XXX
StringTable
in resource-definition script filevalidmodulename.rc
:
STRINGTABLE
BEGIN
IDS_MODULE_DISPLAYNAME L"Module Name"
END
- Use the
GET_RESOURCE_STRING(UINT resource_id)
method to consume strings in your code.
#include <common.h>
std::wstring GET_RESOURCE_STRING(IDS_MODULE_DISPLAYNAME)
Use XML resource file(.resx) to store the UI display strings and Resource Manager
to consume those strings in the code. You can use Visual Studio to create and manage XML resources files.
Resources.resx
<data name="ValidUIDisplayString" xml:space="preserve">
<value>Description to be displayed on UI.</value>
<comment>This text is displayed when XYZ button clicked.</comment>
</data>
- Use
Resource Manager
to consume strings in code.
System.Resources.ResourceManager manager = new System.Resources.ResourceManager(baseName, assembly);
string validUIDisplayString = manager.GetString("ValidUIDisplayString", resourceCulture);
In case of Visual Studio is used to create the resource file. Simply use the Resources
class in auto-generated Resources.Designer.cs
file to access the strings which encapsulate the Resource Manager
logic.
string validUIDisplayString = Resources.ValidUIDisplayString;
Please review these brief docs below relating to our coding standards etc.