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author | Patric Stout <truebrain@openttd.org> | 2019-03-10 16:46:19 +0100 |
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committer | Patric Stout <truebrain@openttd.org> | 2019-03-11 10:16:00 +0100 |
commit | 36105841b9d09a3c1cd1a8f7a5bd7b84af135d9f (patch) | |
tree | 55f8b48637df8c4b15d6a6f569f2b71b71f86106 /src/strings.cpp | |
parent | 52d7e7d45e0a2a6033942602ed9fdec821a7d2af (diff) | |
download | openttd-36105841b9d09a3c1cd1a8f7a5bd7b84af135d9f.tar.xz |
Codechange: ICU_SORT is in reality ICU_I18N (according to their CMake files)
By naming it in a different way, things get a bit confusing.
Especially if we are switching to CMake, which autodetects these
things, we need to use the name the authors of ICU gave it; not
our interpertation of that name.
Diffstat (limited to 'src/strings.cpp')
-rw-r--r-- | src/strings.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/strings.cpp b/src/strings.cpp index 849a540f2..b5fb36d4d 100644 --- a/src/strings.cpp +++ b/src/strings.cpp @@ -51,9 +51,9 @@ const LanguageMetadata *_current_language = NULL; ///< The currently loaded lang TextDirection _current_text_dir; ///< Text direction of the currently selected language. -#ifdef WITH_ICU_SORT +#ifdef WITH_ICU_I18N icu::Collator *_current_collator = NULL; ///< Collator for the language currently in use. -#endif /* WITH_ICU_SORT */ +#endif /* WITH_ICU_I18N */ static uint64 _global_string_params_data[20]; ///< Global array of string parameters. To access, use #SetDParam. static WChar _global_string_params_type[20]; ///< Type of parameters stored in #_global_string_params @@ -1796,7 +1796,7 @@ bool ReadLanguagePack(const LanguageMetadata *lang) MacOSSetCurrentLocaleName(_current_language->isocode); #endif -#ifdef WITH_ICU_SORT +#ifdef WITH_ICU_I18N /* Delete previous collator. */ if (_current_collator != NULL) { delete _current_collator; @@ -1813,7 +1813,7 @@ bool ReadLanguagePack(const LanguageMetadata *lang) delete _current_collator; _current_collator = NULL; } -#endif /* WITH_ICU_SORT */ +#endif /* WITH_ICU_I18N */ /* Some lists need to be sorted again after a language change. */ ReconsiderGameScriptLanguage(); |