// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // See the LICENSE file in the project root for more information. using System.Collections.Generic; using System.Diagnostics; using System.Text; namespace System.Globalization { /// /// List of culture data /// Note the we cache overrides. /// Note that localized names (resource names) aren't available from here. /// /// /// Our names are a tad confusing. /// /// sWindowsName -- The name that windows thinks this culture is, ie: /// en-US if you pass in en-US /// de-DE_phoneb if you pass in de-DE_phoneb /// fj-FJ if you pass in fj (neutral, on a pre-Windows 7 machine) /// fj if you pass in fj (neutral, post-Windows 7 machine) /// /// sRealName -- The name you used to construct the culture, in pretty form /// en-US if you pass in EN-us /// en if you pass in en /// de-DE_phoneb if you pass in de-DE_phoneb /// /// sSpecificCulture -- The specific culture for this culture /// en-US for en-US /// en-US for en /// de-DE_phoneb for alt sort /// fj-FJ for fj (neutral) /// /// sName -- The IETF name of this culture (ie: no sort info, could be neutral) /// en-US if you pass in en-US /// en if you pass in en /// de-DE if you pass in de-DE_phoneb /// internal partial class CultureData { private const int LocaleNameMaxLength = 85; private const int undef = -1; // Override flag private string _sRealName = null!; // Name you passed in (ie: en-US, en, or de-DE_phoneb). Initialized by helper called during initialization. private string? _sWindowsName; // Name OS thinks the object is (ie: de-DE_phoneb, or en-US (even if en was passed in)) // Identity private string? _sName; // locale name (ie: en-us, NO sort info, but could be neutral) private string? _sParent; // Parent name (which may be a custom locale/culture) private string? _sLocalizedDisplayName; // Localized pretty name for this locale private string? _sEnglishDisplayName; // English pretty name for this locale private string? _sNativeDisplayName; // Native pretty name for this locale private string? _sSpecificCulture; // The culture name to be used in CultureInfo.CreateSpecificCulture(), en-US form if neutral, sort name if sort // Language private string? _sISO639Language; // ISO 639 Language Name private string? _sISO639Language2; // ISO 639 Language Name private string? _sLocalizedLanguage; // Localized name for this language private string? _sEnglishLanguage; // English name for this language private string? _sNativeLanguage; // Native name of this language private string? _sAbbrevLang; // abbreviated language name (Windows Language Name) ex: ENU private string? _sConsoleFallbackName; // The culture name for the console fallback UI culture private int _iInputLanguageHandle = undef; // input language handle // Region private string? _sRegionName; // (RegionInfo) private string? _sLocalizedCountry; // localized country name private string? _sEnglishCountry; // english country name (RegionInfo) private string? _sNativeCountry; // native country name private string? _sISO3166CountryName; // ISO 3166 (RegionInfo), ie: US private string? _sISO3166CountryName2; // 3 char ISO 3166 country name 2 2(RegionInfo) ex: USA (ISO) private int _iGeoId = undef; // GeoId // Numbers private string? _sPositiveSign; // (user can override) positive sign private string? _sNegativeSign; // (user can override) negative sign // (nfi populates these 5, don't have to be = undef) private int _iDigits; // (user can override) number of fractional digits private int _iNegativeNumber; // (user can override) negative number format private int[]? _waGrouping; // (user can override) grouping of digits private string? _sDecimalSeparator; // (user can override) decimal separator private string? _sThousandSeparator; // (user can override) thousands separator private string? _sNaN; // Not a Number private string? _sPositiveInfinity; // + Infinity private string? _sNegativeInfinity; // - Infinity // Percent private int _iNegativePercent = undef; // Negative Percent (0-3) private int _iPositivePercent = undef; // Positive Percent (0-11) private string? _sPercent; // Percent (%) symbol private string? _sPerMille; // PerMille symbol // Currency private string? _sCurrency; // (user can override) local monetary symbol private string? _sIntlMonetarySymbol; // international monetary symbol (RegionInfo) private string? _sEnglishCurrency; // English name for this currency private string? _sNativeCurrency; // Native name for this currency // (nfi populates these 4, don't have to be = undef) private int _iCurrencyDigits; // (user can override) # local monetary fractional digits private int _iCurrency; // (user can override) positive currency format private int _iNegativeCurrency; // (user can override) negative currency format private int[]? _waMonetaryGrouping; // (user can override) monetary grouping of digits private string? _sMonetaryDecimal; // (user can override) monetary decimal separator private string? _sMonetaryThousand; // (user can override) monetary thousands separator // Misc private int _iMeasure = undef; // (user can override) system of measurement 0=metric, 1=US (RegionInfo) private string? _sListSeparator; // (user can override) list separator // Time private string? _sAM1159; // (user can override) AM designator private string? _sPM2359; // (user can override) PM designator private string? _sTimeSeparator; private volatile string[]? _saLongTimes; // (user can override) time format private volatile string[]? _saShortTimes; // short time format private volatile string[]? _saDurationFormats; // time duration format // Calendar specific data private int _iFirstDayOfWeek = undef; // (user can override) first day of week (gregorian really) private int _iFirstWeekOfYear = undef; // (user can override) first week of year (gregorian really) private volatile CalendarId[]? _waCalendars; // all available calendar type(s). The first one is the default calendar // Store for specific data about each calendar private CalendarData?[]? _calendars; // Store for specific calendar data // Text information private int _iReadingLayout = undef; // Reading layout data // 0 - Left to right (eg en-US) // 1 - Right to left (eg arabic locales) // 2 - Vertical top to bottom with columns to the left and also left to right (ja-JP locales) // 3 - Vertical top to bottom with columns proceeding to the right // CoreCLR depends on this even though its not exposed publicly. private int _iDefaultAnsiCodePage = undef; // default ansi code page ID (ACP) private int _iDefaultOemCodePage = undef; // default oem code page ID (OCP or OEM) private int _iDefaultMacCodePage = undef; // default macintosh code page private int _iDefaultEbcdicCodePage = undef; // default EBCDIC code page private int _iLanguage; // locale ID (0409) - NO sort information private bool _bUseOverrides; // use user overrides? private bool _bNeutral; // Flags for the culture (ie: neutral or not right now) /// /// Region Name to Culture Name mapping table /// /// /// Using a property so we avoid creating the dictionary until we need it /// private static Dictionary RegionNames => s_regionNames ??= new Dictionary(211 /* prime */) { { "029", "en-029" }, { "AE", "ar-AE" }, { "AF", "prs-AF" }, { "AL", "sq-AL" }, { "AM", "hy-AM" }, { "AR", "es-AR" }, { "AT", "de-AT" }, { "AU", "en-AU" }, { "AZ", "az-Cyrl-AZ" }, { "BA", "bs-Latn-BA" }, { "BD", "bn-BD" }, { "BE", "nl-BE" }, { "BG", "bg-BG" }, { "BH", "ar-BH" }, { "BN", "ms-BN" }, { "BO", "es-BO" }, { "BR", "pt-BR" }, { "BY", "be-BY" }, { "BZ", "en-BZ" }, { "CA", "en-CA" }, { "CH", "it-CH" }, { "CL", "es-CL" }, { "CN", "zh-CN" }, { "CO", "es-CO" }, { "CR", "es-CR" }, { "CS", "sr-Cyrl-CS" }, { "CZ", "cs-CZ" }, { "DE", "de-DE" }, { "DK", "da-DK" }, { "DO", "es-DO" }, { "DZ", "ar-DZ" }, { "EC", "es-EC" }, { "EE", "et-EE" }, { "EG", "ar-EG" }, { "ES", "es-ES" }, { "ET", "am-ET" }, { "FI", "fi-FI" }, { "FO", "fo-FO" }, { "FR", "fr-FR" }, { "GB", "en-GB" }, { "GE", "ka-GE" }, { "GL", "kl-GL" }, { "GR", "el-GR" }, { "GT", "es-GT" }, { "HK", "zh-HK" }, { "HN", "es-HN" }, { "HR", "hr-HR" }, { "HU", "hu-HU" }, { "ID", "id-ID" }, { "IE", "en-IE" }, { "IL", "he-IL" }, { "IN", "hi-IN" }, { "IQ", "ar-IQ" }, { "IR", "fa-IR" }, { "IS", "is-IS" }, { "IT", "it-IT" }, { "IV", "" }, { "JM", "en-JM" }, { "JO", "ar-JO" }, { "JP", "ja-JP" }, { "KE", "sw-KE" }, { "KG", "ky-KG" }, { "KH", "km-KH" }, { "KR", "ko-KR" }, { "KW", "ar-KW" }, { "KZ", "kk-KZ" }, { "LA", "lo-LA" }, { "LB", "ar-LB" }, { "LI", "de-LI" }, { "LK", "si-LK" }, { "LT", "lt-LT" }, { "LU", "lb-LU" }, { "LV", "lv-LV" }, { "LY", "ar-LY" }, { "MA", "ar-MA" }, { "MC", "fr-MC" }, { "ME", "sr-Latn-ME" }, { "MK", "mk-MK" }, { "MN", "mn-MN" }, { "MO", "zh-MO" }, { "MT", "mt-MT" }, { "MV", "dv-MV" }, { "MX", "es-MX" }, { "MY", "ms-MY" }, { "NG", "ig-NG" }, { "NI", "es-NI" }, { "NL", "nl-NL" }, { "NO", "nn-NO" }, { "NP", "ne-NP" }, { "NZ", "en-NZ" }, { "OM", "ar-OM" }, { "PA", "es-PA" }, { "PE", "es-PE" }, { "PH", "en-PH" }, { "PK", "ur-PK" }, { "PL", "pl-PL" }, { "PR", "es-PR" }, { "PT", "pt-PT" }, { "PY", "es-PY" }, { "QA", "ar-QA" }, { "RO", "ro-RO" }, { "RS", "sr-Latn-RS" }, { "RU", "ru-RU" }, { "RW", "rw-RW" }, { "SA", "ar-SA" }, { "SE", "sv-SE" }, { "SG", "zh-SG" }, { "SI", "sl-SI" }, { "SK", "sk-SK" }, { "SN", "wo-SN" }, { "SV", "es-SV" }, { "SY", "ar-SY" }, { "TH", "th-TH" }, { "TJ", "tg-Cyrl-TJ" }, { "TM", "tk-TM" }, { "TN", "ar-TN" }, { "TR", "tr-TR" }, { "TT", "en-TT" }, { "TW", "zh-TW" }, { "UA", "uk-UA" }, { "US", "en-US" }, { "UY", "es-UY" }, { "UZ", "uz-Cyrl-UZ" }, { "VE", "es-VE" }, { "VN", "vi-VN" }, { "YE", "ar-YE" }, { "ZA", "af-ZA" }, { "ZW", "en-ZW" } }; // Cache of regions we've already looked up private static volatile Dictionary? s_cachedRegions; private static volatile Dictionary? s_regionNames; internal static CultureData? GetCultureDataForRegion(string? cultureName, bool useUserOverride) { // First do a shortcut for Invariant if (string.IsNullOrEmpty(cultureName)) { return CultureData.Invariant; } // First check if GetCultureData() can find it (ie: its a real culture) CultureData? retVal = GetCultureData(cultureName, useUserOverride); if (retVal != null && !retVal.IsNeutralCulture) { return retVal; } // Not a specific culture, perhaps it's region-only name // (Remember this isn't a core clr path where that's not supported) // If it was neutral remember that so that RegionInfo() can throw the right exception CultureData? neutral = retVal; // Try the hash table next string hashName = AnsiToLower(useUserOverride ? cultureName : cultureName + '*'); Dictionary? tempHashTable = s_cachedRegions; if (tempHashTable == null) { // No table yet, make a new one tempHashTable = new Dictionary(); } else { // Check the hash table lock (s_lock) { tempHashTable.TryGetValue(hashName, out retVal); } if (retVal != null) { return retVal; } } // Not found in the hash table, look it up the hard way // If not a valid mapping from the registry we'll have to try the hard coded table if (retVal == null || retVal.IsNeutralCulture) { // Not a valid mapping, try the hard coded table string? name; if (RegionNames.TryGetValue(cultureName, out name)) { // Make sure we can get culture data for it retVal = GetCultureData(name, useUserOverride); } } // If not found in the hard coded table we'll have to find a culture that works for us if (!GlobalizationMode.Invariant && (retVal == null || retVal.IsNeutralCulture)) { retVal = GetCultureDataFromRegionName(cultureName); } // If we found one we can use, then cache it for next time if (retVal != null && !retVal.IsNeutralCulture) { // first add it to the cache lock (s_lock) { tempHashTable[hashName] = retVal; } // Copy the hashtable to the corresponding member variables. This will potentially overwrite // new tables simultaneously created by a new thread, but maximizes thread safety. s_cachedRegions = tempHashTable; } else { // Unable to find a matching culture/region, return null or neutral // (regionInfo throws a more specific exception on neutrals) retVal = neutral; } // Return the found culture to use, null, or the neutral culture. return retVal; } // Clear our internal caches internal static void ClearCachedData() { s_cachedCultures = null; s_cachedRegions = null; } internal static CultureInfo[] GetCultures(CultureTypes types) { // Disable warning 618: System.Globalization.CultureTypes.FrameworkCultures' is obsolete #pragma warning disable 618 // Validate flags if ((int)types <= 0 || ((int)types & (int)~(CultureTypes.NeutralCultures | CultureTypes.SpecificCultures | CultureTypes.InstalledWin32Cultures | CultureTypes.UserCustomCulture | CultureTypes.ReplacementCultures | CultureTypes.WindowsOnlyCultures | CultureTypes.FrameworkCultures)) != 0) { throw new ArgumentOutOfRangeException(nameof(types), SR.Format(SR.ArgumentOutOfRange_Range, CultureTypes.NeutralCultures, CultureTypes.FrameworkCultures)); } // We have deprecated CultureTypes.FrameworkCultures. // When this enum is used, we will enumerate Whidbey framework cultures (for compatibility). // We have deprecated CultureTypes.WindowsOnlyCultures. // When this enum is used, we will return an empty array for this enum. if ((types & CultureTypes.WindowsOnlyCultures) != 0) { // Remove the enum as it is an no-op. types &= (~CultureTypes.WindowsOnlyCultures); } if (GlobalizationMode.Invariant) { // in invariant mode we always return invariant culture only from the enumeration return new CultureInfo[] { new CultureInfo("") }; } #pragma warning restore 618 return EnumCultures(types); } private static CultureData CreateCultureWithInvariantData() { // Make a new culturedata CultureData invariant = new CultureData(); // Basics // Note that we override the resources since this IS NOT supposed to change (by definition) invariant._bUseOverrides = false; invariant._sRealName = ""; // Name you passed in (ie: en-US, en, or de-DE_phoneb) invariant._sWindowsName = ""; // Name OS thinks the object is (ie: de-DE_phoneb, or en-US (even if en was passed in)) // Identity invariant._sName = ""; // locale name (ie: en-us) invariant._sParent = ""; // Parent name (which may be a custom locale/culture) invariant._bNeutral = false; // Flags for the culture (ie: neutral or not right now) invariant._sEnglishDisplayName = "Invariant Language (Invariant Country)"; // English pretty name for this locale invariant._sNativeDisplayName = "Invariant Language (Invariant Country)"; // Native pretty name for this locale invariant._sSpecificCulture = ""; // The culture name to be used in CultureInfo.CreateSpecificCulture() // Language invariant._sISO639Language = "iv"; // ISO 639 Language Name invariant._sISO639Language2 = "ivl"; // 3 char ISO 639 lang name 2 invariant._sLocalizedLanguage = "Invariant Language"; // Display name for this Language invariant._sEnglishLanguage = "Invariant Language"; // English name for this language invariant._sNativeLanguage = "Invariant Language"; // Native name of this language invariant._sAbbrevLang = "IVL"; // abbreviated language name (Windows Language Name) invariant._sConsoleFallbackName = ""; // The culture name for the console fallback UI culture invariant._iInputLanguageHandle = 0x07F; // input language handle // Region invariant._sRegionName = "IV"; // (RegionInfo) invariant._sEnglishCountry = "Invariant Country"; // english country name (RegionInfo) invariant._sNativeCountry = "Invariant Country"; // native country name (Windows Only) invariant._sISO3166CountryName = "IV"; // (RegionInfo), ie: US invariant._sISO3166CountryName2 = "ivc"; // 3 char ISO 3166 country name 2 2(RegionInfo) invariant._iGeoId = 244; // GeoId (Windows Only) // Numbers invariant._sPositiveSign = "+"; // positive sign invariant._sNegativeSign = "-"; // negative sign invariant._iDigits = 2; // number of fractional digits invariant._iNegativeNumber = 1; // negative number format invariant._waGrouping = new int[] { 3 }; // grouping of digits invariant._sDecimalSeparator = "."; // decimal separator invariant._sThousandSeparator = ","; // thousands separator invariant._sNaN = "NaN"; // Not a Number invariant._sPositiveInfinity = "Infinity"; // + Infinity invariant._sNegativeInfinity = "-Infinity"; // - Infinity // Percent invariant._iNegativePercent = 0; // Negative Percent (0-3) invariant._iPositivePercent = 0; // Positive Percent (0-11) invariant._sPercent = "%"; // Percent (%) symbol invariant._sPerMille = "\x2030"; // PerMille symbol // Currency invariant._sCurrency = "\x00a4"; // local monetary symbol: for international monetary symbol invariant._sIntlMonetarySymbol = "XDR"; // international monetary symbol (RegionInfo) invariant._sEnglishCurrency = "International Monetary Fund"; // English name for this currency (Windows Only) invariant._sNativeCurrency = "International Monetary Fund"; // Native name for this currency (Windows Only) invariant._iCurrencyDigits = 2; // # local monetary fractional digits invariant._iCurrency = 0; // positive currency format invariant._iNegativeCurrency = 0; // negative currency format invariant._waMonetaryGrouping = new int[] { 3 }; // monetary grouping of digits invariant._sMonetaryDecimal = "."; // monetary decimal separator invariant._sMonetaryThousand = ","; // monetary thousands separator // Misc invariant._iMeasure = 0; // system of measurement 0=metric, 1=US (RegionInfo) invariant._sListSeparator = ","; // list separator // Time invariant._sTimeSeparator = ":"; invariant._sAM1159 = "AM"; // AM designator invariant._sPM2359 = "PM"; // PM designator invariant._saLongTimes = new string[] { "HH:mm:ss" }; // time format invariant._saShortTimes = new string[] { "HH:mm", "hh:mm tt", "H:mm", "h:mm tt" }; // short time format invariant._saDurationFormats = new string[] { "HH:mm:ss" }; // time duration format // Calendar specific data invariant._iFirstDayOfWeek = 0; // first day of week invariant._iFirstWeekOfYear = 0; // first week of year invariant._waCalendars = new CalendarId[] { CalendarId.GREGORIAN }; // all available calendar type(s). The first one is the default calendar // Store for specific data about each calendar invariant._calendars = new CalendarData[CalendarData.MAX_CALENDARS]; invariant._calendars[0] = CalendarData.Invariant; // Text information invariant._iReadingLayout = 0; // These are desktop only, not coreclr invariant._iLanguage = CultureInfo.LOCALE_INVARIANT; // locale ID (0409) - NO sort information invariant._iDefaultAnsiCodePage = 1252; // default ansi code page ID (ACP) invariant._iDefaultOemCodePage = 437; // default oem code page ID (OCP or OEM) invariant._iDefaultMacCodePage = 10000; // default macintosh code page invariant._iDefaultEbcdicCodePage = 037; // default EBCDIC code page if (GlobalizationMode.Invariant) { invariant._sLocalizedDisplayName = invariant._sNativeDisplayName; invariant._sLocalizedCountry = invariant._sNativeCountry; } return invariant; } /// /// Build our invariant information /// We need an invariant instance, which we build hard-coded /// internal static CultureData Invariant => s_Invariant ??= CreateCultureWithInvariantData(); private static volatile CultureData? s_Invariant; // Cache of cultures we've already looked up private static volatile Dictionary? s_cachedCultures; private static readonly object s_lock = new object(); internal static CultureData? GetCultureData(string? cultureName, bool useUserOverride) { // First do a shortcut for Invariant if (string.IsNullOrEmpty(cultureName)) { return CultureData.Invariant; } // Try the hash table first string hashName = AnsiToLower(useUserOverride ? cultureName : cultureName + '*'); Dictionary? tempHashTable = s_cachedCultures; if (tempHashTable == null) { // No table yet, make a new one tempHashTable = new Dictionary(); } else { // Check the hash table bool ret; CultureData? retVal; lock (s_lock) { ret = tempHashTable.TryGetValue(hashName, out retVal); } if (ret && retVal != null) { return retVal; } } // Not found in the hash table, need to see if we can build one that works for us CultureData? culture = CreateCultureData(cultureName, useUserOverride); if (culture == null) { return null; } // Found one, add it to the cache lock (s_lock) { tempHashTable[hashName] = culture; } // Copy the hashtable to the corresponding member variables. This will potentially overwrite // new tables simultaneously created by a new thread, but maximizes thread safety. s_cachedCultures = tempHashTable; return culture; } private static string NormalizeCultureName(string name, out bool isNeutralName) { isNeutralName = true; int i = 0; if (name.Length > LocaleNameMaxLength) { // Theoretically we shouldn't hit this exception. throw new ArgumentException(SR.Format(SR.Argument_InvalidId, nameof(name))); } Span normalizedName = stackalloc char[name.Length]; bool changed = false; while (i < name.Length && name[i] != '-' && name[i] != '_') { if (name[i] >= 'A' && name[i] <= 'Z') { // lowercase characters before '-' normalizedName[i] = (char)(((int)name[i]) + 0x20); changed = true; } else { normalizedName[i] = name[i]; } i++; } if (i < name.Length) { // this is not perfect to detect the non neutral cultures but it is good enough when we are running in invariant mode isNeutralName = false; } while (i < name.Length) { if (name[i] >= 'a' && name[i] <= 'z') { normalizedName[i] = (char)(((int)name[i]) - 0x20); changed = true; } else { normalizedName[i] = name[i]; } i++; } if (changed) { return new string(normalizedName); } return name; } private static CultureData? CreateCultureData(string cultureName, bool useUserOverride) { if (GlobalizationMode.Invariant) { if (cultureName.Length > LocaleNameMaxLength || !CultureInfo.VerifyCultureName(cultureName, false)) { return null; } CultureData cd = CreateCultureWithInvariantData(); cd._bUseOverrides = useUserOverride; cd._sName = NormalizeCultureName(cultureName, out cd._bNeutral); cd._sRealName = cd._sName; cd._sWindowsName = cd._sName; cd._iLanguage = CultureInfo.LOCALE_CUSTOM_UNSPECIFIED; return cd; } if (cultureName.Length == 1 && (cultureName[0] == 'C' || cultureName[0] == 'c')) { // Always map the "C" locale to Invariant to avoid mapping it to en_US_POSIX on Linux because POSIX // locale collation doesn't support case insensitive comparisons. // We do the same mapping on Windows for the sake of consistency. return CultureData.Invariant; } CultureData culture = new CultureData(); culture._bUseOverrides = useUserOverride; culture._sRealName = cultureName; // Ask native code if that one's real if (!culture.InitCultureData() && !culture.InitCompatibilityCultureData()) { return null; } return culture; } private bool InitCompatibilityCultureData() { // for compatibility handle the deprecated ids: zh-chs, zh-cht string cultureName = _sRealName!; string fallbackCultureName; string realCultureName; switch (AnsiToLower(cultureName)) { case "zh-chs": fallbackCultureName = "zh-Hans"; realCultureName = "zh-CHS"; break; case "zh-cht": fallbackCultureName = "zh-Hant"; realCultureName = "zh-CHT"; break; default: return false; } _sRealName = fallbackCultureName; if (!InitCultureData()) { return false; } // fixup our data _sName = realCultureName; // the name that goes back to the user _sParent = fallbackCultureName; return true; } /// We'd rather people use the named version since this doesn't allow custom locales internal static CultureData GetCultureData(int culture, bool bUseUserOverride) { string? localeName = null; CultureData? retVal = null; if (culture == CultureInfo.LOCALE_INVARIANT) { return Invariant; } if (GlobalizationMode.Invariant) { // LCID is not supported in the InvariantMode throw new CultureNotFoundException(nameof(culture), culture, SR.Argument_CultureNotSupported); } // Convert the lcid to a name, then use that // Note that this will return neutral names (unlike Vista native API) localeName = LCIDToLocaleName(culture); if (!string.IsNullOrEmpty(localeName)) { // Valid name, use it retVal = GetCultureData(localeName, bUseUserOverride); } // If not successful, throw if (retVal == null) { throw new CultureNotFoundException(nameof(culture), culture, SR.Argument_CultureNotSupported); } // Return the one we found return retVal; } /// /// The real name used to construct the locale (ie: de-DE_phoneb) /// internal string CultureName { get { Debug.Assert(_sRealName != null, "[CultureData.CultureName] Expected _sRealName to be populated by already"); // since windows doesn't know about zh-CHS and zh-CHT, // we leave sRealName == zh-Hanx but we still need to // pretend that it was zh-CHX. switch (_sName) { case "zh-CHS": case "zh-CHT": return _sName; } return _sRealName; } } /// /// Are overrides enabled? /// internal bool UseUserOverride => _bUseOverrides; /// /// locale name (ie: de-DE, NO sort information) /// internal string Name => _sName ?? string.Empty; // Parent name (which may be a custom locale/culture) // Ask using the real name, so that we get parents of neutrals internal string ParentName => _sParent ??= GetLocaleInfo(_sRealName!, LocaleStringData.ParentName); // Localized pretty name for this locale (ie: Inglis (estados Unitos)) internal string DisplayName { get { string? localizedDisplayName = _sLocalizedDisplayName; if (localizedDisplayName == null) { if (IsSupplementalCustomCulture) { if (IsNeutralCulture) { localizedDisplayName = NativeLanguageName; } else { localizedDisplayName = NativeName; } } else { try { const string ZH_CHT = "zh-CHT"; const string ZH_CHS = "zh-CHS"; if (Name.Equals(ZH_CHT, StringComparison.OrdinalIgnoreCase)) { localizedDisplayName = GetLanguageDisplayName("zh-Hant"); } else if (Name.Equals(ZH_CHS, StringComparison.OrdinalIgnoreCase)) { localizedDisplayName = GetLanguageDisplayName("zh-Hans"); } else { localizedDisplayName = GetLanguageDisplayName(Name); } } catch { // do nothing } } // If it hasn't been found (Windows 8 and up), fallback to the system if (string.IsNullOrEmpty(localizedDisplayName)) { // If its neutral use the language name if (IsNeutralCulture) { localizedDisplayName = LocalizedLanguageName; } else { // Usually the UI culture shouldn't be different than what we got from WinRT except // if DefaultThreadCurrentUICulture was set CultureInfo ci; if (CultureInfo.DefaultThreadCurrentUICulture != null && ((ci = CultureInfo.GetUserDefaultCulture()) != null) && !CultureInfo.DefaultThreadCurrentUICulture.Name.Equals(ci.Name)) { localizedDisplayName = NativeName; } else { localizedDisplayName = GetLocaleInfo(LocaleStringData.LocalizedDisplayName); } } } _sLocalizedDisplayName = localizedDisplayName; } return localizedDisplayName; } } /// /// English pretty name for this locale (ie: English (United States)) /// internal string EnglishName { get { string? englishDisplayName = _sEnglishDisplayName; if (englishDisplayName == null) { // If its neutral use the language name if (IsNeutralCulture) { englishDisplayName = EnglishLanguageName; // differentiate the legacy display names switch (_sName) { case "zh-CHS": case "zh-CHT": englishDisplayName += " Legacy"; break; } } else { englishDisplayName = GetLocaleInfo(LocaleStringData.EnglishDisplayName); // if it isn't found build one: if (string.IsNullOrEmpty(englishDisplayName)) { // Our existing names mostly look like: // "English" + "United States" -> "English (United States)" // "Azeri (Latin)" + "Azerbaijan" -> "Azeri (Latin, Azerbaijan)" if (EnglishLanguageName[^1] == ')') { // "Azeri (Latin)" + "Azerbaijan" -> "Azeri (Latin, Azerbaijan)" englishDisplayName = string.Concat( EnglishLanguageName.AsSpan(0, _sEnglishLanguage!.Length - 1), ", ", EnglishCountryName, ")"); } else { // "English" + "United States" -> "English (United States)" englishDisplayName = EnglishLanguageName + " (" + EnglishCountryName + ")"; } } } _sEnglishDisplayName = englishDisplayName; } return englishDisplayName; } } /// /// Native pretty name for this locale (ie: Deutsch (Deutschland)) /// internal string NativeName { get { string? nativeDisplayName = _sNativeDisplayName; if (nativeDisplayName == null) { // If its neutral use the language name if (IsNeutralCulture) { nativeDisplayName = NativeLanguageName; // differentiate the legacy display names switch (_sName) { case "zh-CHS": nativeDisplayName += " \u65E7\u7248"; break; case "zh-CHT": nativeDisplayName += " \u820A\u7248"; break; } } else { nativeDisplayName = GetLocaleInfo(LocaleStringData.NativeDisplayName); // if it isn't found build one: if (string.IsNullOrEmpty(nativeDisplayName)) { // These should primarily be "Deutsch (Deutschland)" type names nativeDisplayName = NativeLanguageName + " (" + NativeCountryName + ")"; } } _sNativeDisplayName = nativeDisplayName; } return nativeDisplayName; } } /// /// The culture name to be used in CultureInfo.CreateSpecificCulture() /// internal string SpecificCultureName { get { // This got populated during the culture initialization Debug.Assert(_sSpecificCulture != null, "[CultureData.SpecificCultureName] Expected this.sSpecificCulture to be populated by culture data initialization already"); return _sSpecificCulture; } } /// /// iso 639 language name, ie: en /// internal string TwoLetterISOLanguageName => _sISO639Language ??= GetLocaleInfo(LocaleStringData.Iso639LanguageTwoLetterName); /// /// iso 639 language name, ie: eng /// internal string ThreeLetterISOLanguageName => _sISO639Language2 ??= GetLocaleInfo(LocaleStringData.Iso639LanguageThreeLetterName); /// /// abbreviated windows language name (ie: enu) (non-standard, avoid this) /// internal string ThreeLetterWindowsLanguageName => _sAbbrevLang ??= GetThreeLetterWindowsLanguageName(_sRealName!); /// /// Localized name for this language (Windows Only) ie: Inglis /// This is only valid for Windows 8 and higher neutrals: /// private string LocalizedLanguageName { get { if (_sLocalizedLanguage == null) { // Usually the UI culture shouldn't be different than what we got from WinRT except // if DefaultThreadCurrentUICulture was set CultureInfo ci; if (CultureInfo.DefaultThreadCurrentUICulture != null && ((ci = CultureInfo.GetUserDefaultCulture()) != null) && !CultureInfo.DefaultThreadCurrentUICulture!.Name.Equals(ci.Name)) { _sLocalizedLanguage = NativeLanguageName; } else { _sLocalizedLanguage = GetLocaleInfo(LocaleStringData.LocalizedLanguageName); } } return _sLocalizedLanguage; } } /// /// English name for this language (Windows Only) ie: German /// private string EnglishLanguageName => _sEnglishLanguage ??= GetLocaleInfo(LocaleStringData.EnglishLanguageName); /// /// Native name of this language (Windows Only) ie: Deutsch /// private string NativeLanguageName => _sNativeLanguage ??= GetLocaleInfo(LocaleStringData.NativeLanguageName); /// /// region name (eg US) /// internal string RegionName => _sRegionName ??= GetLocaleInfo(LocaleStringData.Iso3166CountryName); internal int GeoId { get { if (_iGeoId == undef) { _iGeoId = GetGeoId(_sRealName!); } return _iGeoId; } } /// /// localized name for the country /// internal string LocalizedCountryName { get { string? localizedCountry = _sLocalizedCountry; if (localizedCountry == null) { try { localizedCountry = GetRegionDisplayName(); } catch { // do nothing. we'll fallback } localizedCountry ??= NativeCountryName; _sLocalizedCountry = localizedCountry; } return localizedCountry; } } /// /// english country name (RegionInfo) ie: Germany /// internal string EnglishCountryName => _sEnglishCountry ??= GetLocaleInfo(LocaleStringData.EnglishCountryName); /// /// native country name (RegionInfo) ie: Deutschland /// internal string NativeCountryName => _sNativeCountry ??= GetLocaleInfo(LocaleStringData.NativeCountryName); /// /// ISO 3166 Country Name /// internal string TwoLetterISOCountryName => _sISO3166CountryName ??= GetLocaleInfo(LocaleStringData.Iso3166CountryName); /// /// 3 letter ISO 3166 country code /// internal string ThreeLetterISOCountryName => _sISO3166CountryName2 ??= GetLocaleInfo(LocaleStringData.Iso3166CountryName2); internal int KeyboardLayoutId { get { if (_iInputLanguageHandle == undef) { if (IsSupplementalCustomCulture) { _iInputLanguageHandle = 0x0409; } else { // Input Language is same as LCID for built-in cultures _iInputLanguageHandle = LCID; } } return _iInputLanguageHandle; } } /// /// Console fallback name (ie: locale to use for console apps for unicode-only locales) /// internal string SCONSOLEFALLBACKNAME => _sConsoleFallbackName ??= GetConsoleFallbackName(_sRealName!); /// /// (user can override) grouping of digits /// internal int[] NumberGroupSizes => _waGrouping ??= GetLocaleInfo(LocaleGroupingData.Digit); /// /// Not a Number /// private string NaNSymbol => _sNaN ??= GetLocaleInfo(LocaleStringData.NaNSymbol); /// /// + Infinity /// private string PositiveInfinitySymbol => _sPositiveInfinity ??= GetLocaleInfo(LocaleStringData.PositiveInfinitySymbol); /// /// - Infinity /// private string NegativeInfinitySymbol => _sNegativeInfinity ??= GetLocaleInfo(LocaleStringData.NegativeInfinitySymbol); /// /// Negative Percent (0-3) /// private int PercentNegativePattern { get { if (_iNegativePercent == undef) { // Note that <= Windows Vista this is synthesized by native code _iNegativePercent = GetLocaleInfo(LocaleNumberData.NegativePercentFormat); } return _iNegativePercent; } } /// /// Positive Percent (0-11) /// private int PercentPositivePattern { get { if (_iPositivePercent == undef) { // Note that <= Windows Vista this is synthesized by native code _iPositivePercent = GetLocaleInfo(LocaleNumberData.PositivePercentFormat); } return _iPositivePercent; } } /// /// Percent (%) symbol /// private string PercentSymbol => _sPercent ??= GetLocaleInfo(LocaleStringData.PercentSymbol); /// /// PerMille symbol /// private string PerMilleSymbol => _sPerMille ??= GetLocaleInfo(LocaleStringData.PerMilleSymbol); /// /// (user can override) local monetary symbol, eg: $ /// internal string CurrencySymbol => _sCurrency ??= GetLocaleInfo(LocaleStringData.MonetarySymbol); /// /// international monetary symbol (RegionInfo), eg: USD /// internal string ISOCurrencySymbol => _sIntlMonetarySymbol ??= GetLocaleInfo(LocaleStringData.Iso4217MonetarySymbol); /// /// English name for this currency (RegionInfo), eg: US Dollar /// internal string CurrencyEnglishName => _sEnglishCurrency ??= GetLocaleInfo(LocaleStringData.CurrencyEnglishName); /// /// Native name for this currency (RegionInfo), eg: Schweiz Frank /// internal string CurrencyNativeName => _sNativeCurrency ??= GetLocaleInfo(LocaleStringData.CurrencyNativeName); /// /// (user can override) monetary grouping of digits /// internal int[] CurrencyGroupSizes => _waMonetaryGrouping ??= GetLocaleInfo(LocaleGroupingData.Monetary); /// /// (user can override) system of measurement 0=metric, 1=US (RegionInfo) /// internal int MeasurementSystem { get { if (_iMeasure == undef) { _iMeasure = GetLocaleInfo(LocaleNumberData.MeasurementSystem); } return _iMeasure; } } /// /// (user can override) list Separator /// internal string ListSeparator => _sListSeparator ??= GetLocaleInfo(LocaleStringData.ListSeparator); /// /// (user can override) AM designator /// internal string AMDesignator => _sAM1159 ??= GetLocaleInfo(LocaleStringData.AMDesignator); /// /// (user can override) PM designator /// internal string PMDesignator => _sPM2359 ??= GetLocaleInfo(LocaleStringData.PMDesignator); /// /// (user can override) time format /// internal string[] LongTimes { get { if (_saLongTimes == null) { Debug.Assert(!GlobalizationMode.Invariant); string[]? longTimes = GetTimeFormats(); if (longTimes == null || longTimes.Length == 0) { _saLongTimes = Invariant._saLongTimes!; } else { _saLongTimes = longTimes; } } return _saLongTimes; } } /// /// short time format /// Short times (derived from long times format) /// internal string[] ShortTimes { get { if (_saShortTimes == null) { Debug.Assert(!GlobalizationMode.Invariant); // Try to get the short times from the OS/culture.dll string[]? shortTimes = GetShortTimeFormats(); if (shortTimes == null || shortTimes.Length == 0) { // // If we couldn't find short times, then compute them from long times // (eg: CORECLR on < Win7 OS & fallback for missing culture.dll) // shortTimes = DeriveShortTimesFromLong(); } // Found short times, use them _saShortTimes = shortTimes; } return _saShortTimes; } } private string[] DeriveShortTimesFromLong() { // Our logic is to look for h,H,m,s,t. If we find an s, then we check the string // between it and the previous marker, if any. If its a short, unescaped separator, // then we don't retain that part. // We then check after the ss and remove anything before the next h,H,m,t... string[] longTimes = LongTimes; string[] shortTimes = new string[longTimes.Length]; for (int i = 0; i < longTimes.Length; i++) { shortTimes[i] = StripSecondsFromPattern(longTimes[i]); } return shortTimes; } private static string StripSecondsFromPattern(string time) { bool bEscape = false; int iLastToken = -1; // Find the seconds for (int j = 0; j < time.Length; j++) { // Change escape mode? if (time[j] == '\'') { // Continue bEscape = !bEscape; continue; } // See if there was a single \ if (time[j] == '\\') { // Skip next char j++; continue; } if (bEscape) { continue; } switch (time[j]) { // Check for seconds case 's': // Found seconds, see if there was something unescaped and short between // the last marker and the seconds. Windows says separator can be a // maximum of three characters (without null) // If 1st or last characters were ', then ignore it if ((j - iLastToken) <= 4 && (j - iLastToken) > 1 && (time[iLastToken + 1] != '\'') && (time[j - 1] != '\'')) { // There was something there we want to remember if (iLastToken >= 0) { j = iLastToken + 1; } } bool containsSpace; int endIndex = GetIndexOfNextTokenAfterSeconds(time, j, out containsSpace); string sep; if (containsSpace) { sep = " "; } else { sep = ""; } time = string.Concat(time.AsSpan(0, j), sep, time.AsSpan(endIndex)); break; case 'm': case 'H': case 'h': iLastToken = j; break; } } return time; } private static int GetIndexOfNextTokenAfterSeconds(string time, int index, out bool containsSpace) { bool shouldEscape = false; containsSpace = false; for (; index < time.Length; index++) { switch (time[index]) { case '\'': shouldEscape = !shouldEscape; continue; case '\\': index++; if (time[index] == ' ') { containsSpace = true; } continue; case ' ': containsSpace = true; break; case 't': case 'm': case 'H': case 'h': if (shouldEscape) { continue; } return index; } } containsSpace = false; return index; } // (user can override) first day of week internal int FirstDayOfWeek { get { if (_iFirstDayOfWeek == undef) { _iFirstDayOfWeek = GetFirstDayOfWeek(); } return _iFirstDayOfWeek; } } // (user can override) first week of year internal int CalendarWeekRule { get { if (_iFirstWeekOfYear == undef) { _iFirstWeekOfYear = GetLocaleInfo(LocaleNumberData.FirstWeekOfYear); } return _iFirstWeekOfYear; } } /// /// (user can override default only) short date format /// internal string[] ShortDates(CalendarId calendarId) { return GetCalendar(calendarId).saShortDates; } /// /// (user can override default only) long date format /// internal string[] LongDates(CalendarId calendarId) { return GetCalendar(calendarId).saLongDates; } /// /// (user can override) date year/month format. /// internal string[] YearMonths(CalendarId calendarId) { return GetCalendar(calendarId).saYearMonths; } internal string[] DayNames(CalendarId calendarId) { return GetCalendar(calendarId).saDayNames; } internal string[] AbbreviatedDayNames(CalendarId calendarId) { return GetCalendar(calendarId).saAbbrevDayNames; } internal string[] SuperShortDayNames(CalendarId calendarId) { return GetCalendar(calendarId).saSuperShortDayNames; } internal string[] MonthNames(CalendarId calendarId) { return GetCalendar(calendarId).saMonthNames; } internal string[] GenitiveMonthNames(CalendarId calendarId) { return GetCalendar(calendarId).saMonthGenitiveNames; } internal string[] AbbreviatedMonthNames(CalendarId calendarId) { return GetCalendar(calendarId).saAbbrevMonthNames; } internal string[] AbbreviatedGenitiveMonthNames(CalendarId calendarId) { return GetCalendar(calendarId).saAbbrevMonthGenitiveNames; } /// > /// Note: This only applies to Hebrew, and it basically adds a "1" to the 6th month name /// the non-leap names skip the 7th name in the normal month name array /// internal string[] LeapYearMonthNames(CalendarId calendarId) { return GetCalendar(calendarId).saLeapYearMonthNames; } internal string MonthDay(CalendarId calendarId) { return GetCalendar(calendarId).sMonthDay; } /// /// All available calendar type(s). The first one is the default calendar. /// internal CalendarId[] CalendarIds { get { if (_waCalendars == null) { // We pass in an array of ints, and native side fills it up with count calendars. // We then have to copy that list to a new array of the right size. // Default calendar should be first CalendarId[] calendars = new CalendarId[23]; Debug.Assert(_sWindowsName != null, "[CultureData.CalendarIds] Expected _sWindowsName to be populated by already"); int count = CalendarData.GetCalendars(_sWindowsName, _bUseOverrides, calendars); // See if we had a calendar to add. if (count == 0) { // Failed for some reason, just grab Gregorian from Invariant _waCalendars = Invariant._waCalendars!; } else { // The OS may not return calendar 4 for zh-TW, but we've always allowed it. // TODO: Is this hack necessary long-term? if (_sWindowsName == "zh-TW") { bool found = false; // Do we need to insert calendar 4? for (int i = 0; i < count; i++) { // Stop if we found calendar four if (calendars[i] == CalendarId.TAIWAN) { found = true; break; } } // If not found then insert it if (!found) { // Insert it as the 2nd calendar count++; // Copy them from the 2nd position to the end, -1 for skipping 1st, -1 for one being added. Array.Copy(calendars, 1, calendars, 2, 23 - 1 - 1); calendars[1] = CalendarId.TAIWAN; } } // It worked, remember the list CalendarId[] temp = new CalendarId[count]; Array.Copy(calendars, temp, count); // Want 1st calendar to be default // Prior to Vista the enumeration didn't have default calendar first if (temp.Length > 1) { CalendarId i = (CalendarId)GetLocaleInfo(LocaleNumberData.CalendarType); if (temp[1] == i) { temp[1] = temp[0]; temp[0] = i; } } _waCalendars = temp; } } return _waCalendars; } } /// /// Native calendar names. Index of optional calendar - 1, empty if /// no optional calendar at that number /// internal string CalendarName(CalendarId calendarId) { return GetCalendar(calendarId).sNativeName; } internal CalendarData GetCalendar(CalendarId calendarId) { Debug.Assert(calendarId > 0 && calendarId <= CalendarId.LAST_CALENDAR, "[CultureData.GetCalendar] Expect calendarId to be in a valid range"); // arrays are 0 based, calendarIds are 1 based int calendarIndex = (int)calendarId - 1; // Have to have calendars _calendars ??= new CalendarData[CalendarData.MAX_CALENDARS]; // we need the following local variable to avoid returning null // when another thread creates a new array of CalendarData (above) // right after we insert the newly created CalendarData (below) CalendarData? calendarData = _calendars[calendarIndex]; // Make sure that calendar has data if (calendarData == null) { Debug.Assert(_sWindowsName != null, "[CultureData.GetCalendar] Expected _sWindowsName to be populated by already"); calendarData = new CalendarData(_sWindowsName, calendarId, UseUserOverride); _calendars[calendarIndex] = calendarData; } return calendarData; } internal bool IsRightToLeft => // Returns one of the following 4 reading layout values: // 0 - Left to right (eg en-US) // 1 - Right to left (eg arabic locales) // 2 - Vertical top to bottom with columns to the left and also left to right (ja-JP locales) // 3 - Vertical top to bottom with columns proceeding to the right ReadingLayout == 1; /// /// Returns one of the following 4 reading layout values: /// 0 - Left to right (eg en-US) /// 1 - Right to left (eg arabic locales) /// 2 - Vertical top to bottom with columns to the left and also left to right (ja-JP locales) /// 3 - Vertical top to bottom with columns proceeding to the right /// private int ReadingLayout { get { if (_iReadingLayout == undef) { Debug.Assert(_sRealName != null, "[CultureData.IsRightToLeft] Expected _sRealName to be populated by already"); _iReadingLayout = GetLocaleInfo(LocaleNumberData.ReadingLayout); } return _iReadingLayout; } } /// /// // Text info name to use for text information /// The TextInfo name never includes that alternate sort and is always specific /// For customs, it uses the SortLocale (since the textinfo is not exposed in Win7) /// en -> en-US /// en-US -> en-US /// fj (custom neutral) -> en-US (assuming that en-US is the sort locale for fj) /// fj_FJ (custom specific) -> en-US (assuming that en-US is the sort locale for fj-FJ) /// es-ES_tradnl -> es-ES /// internal string TextInfoName { get { // Note: Custom cultures might point at another culture's textinfo, however windows knows how // to redirect it to the desired textinfo culture, so this is OK. Debug.Assert(_sRealName != null, "[CultureData.TextInfoName] Expected _sRealName to be populated by already"); return _sRealName; } } /// /// Compare info name (including sorting key) to use if custom /// internal string SortName { get { Debug.Assert(_sRealName != null, "[CultureData.SortName] Expected _sRealName to be populated by already"); return _sRealName; } } internal bool IsSupplementalCustomCulture => IsCustomCultureId(LCID); /// /// Default ansi code page ID (ACP) /// internal int ANSICodePage { get { if (_iDefaultAnsiCodePage == undef) { _iDefaultAnsiCodePage = GetAnsiCodePage(_sRealName!); } return _iDefaultAnsiCodePage; } } /// /// Default oem code page ID (OCP or OEM). /// internal int OEMCodePage { get { if (_iDefaultOemCodePage == undef) { _iDefaultOemCodePage = GetOemCodePage(_sRealName!); } return _iDefaultOemCodePage; } } /// /// Default macintosh code page. /// internal int MacCodePage { get { if (_iDefaultMacCodePage == undef) { _iDefaultMacCodePage = GetMacCodePage(_sRealName!); } return _iDefaultMacCodePage; } } /// /// Default EBCDIC code page. /// internal int EBCDICCodePage { get { if (_iDefaultEbcdicCodePage == undef) { _iDefaultEbcdicCodePage = GetEbcdicCodePage(_sRealName!); } return _iDefaultEbcdicCodePage; } } internal int LCID { get { if (_iLanguage == 0) { Debug.Assert(_sRealName != null, "[CultureData.LCID] Expected this.sRealName to be populated already"); _iLanguage = LocaleNameToLCID(_sRealName); } return _iLanguage; } } internal bool IsNeutralCulture => // InitCultureData told us if we're neutral or not _bNeutral; internal bool IsInvariantCulture => string.IsNullOrEmpty(Name); /// /// Get an instance of our default calendar /// internal Calendar DefaultCalendar { get { if (GlobalizationMode.Invariant) { return CultureInfo.GetCalendarInstance(CalendarIds[0]); } CalendarId defaultCalId = (CalendarId)GetLocaleInfo(LocaleNumberData.CalendarType); if (defaultCalId == 0) { defaultCalId = CalendarIds[0]; } return CultureInfo.GetCalendarInstance(defaultCalId); } } /// /// All of our era names /// internal string[] EraNames(CalendarId calendarId) { Debug.Assert(calendarId > 0, "[CultureData.saEraNames] Expected Calendar.ID > 0"); return GetCalendar(calendarId).saEraNames; } internal string[] AbbrevEraNames(CalendarId calendarId) { Debug.Assert(calendarId > 0, "[CultureData.saAbbrevEraNames] Expected Calendar.ID > 0"); return GetCalendar(calendarId).saAbbrevEraNames; } internal string[] AbbreviatedEnglishEraNames(CalendarId calendarId) { Debug.Assert(calendarId > 0, "[CultureData.saAbbrevEraNames] Expected Calendar.ID > 0"); return GetCalendar(calendarId).saAbbrevEnglishEraNames; } /// /// Time separator (derived from time format) /// internal string TimeSeparator { get { if (_sTimeSeparator == null) { string? longTimeFormat = GetTimeFormatString(); if (string.IsNullOrEmpty(longTimeFormat)) { longTimeFormat = LongTimes[0]; } // Compute STIME from time format _sTimeSeparator = GetTimeSeparator(longTimeFormat); } return _sTimeSeparator; } } /// /// Date separator (derived from short date format) /// internal string DateSeparator(CalendarId calendarId) { if (calendarId == CalendarId.JAPAN && !LocalAppContextSwitches.EnforceLegacyJapaneseDateParsing) { // The date separator is derived from the default short date pattern. So far this pattern is using // '/' as date separator when using the Japanese calendar which make the formatting and parsing work fine. // changing the default pattern is likely will happen in the near future which can easily break formatting // and parsing. // We are forcing here the date separator to '/' to ensure the parsing is not going to break when changing // the default short date pattern. The application still can override this in the code by DateTimeFormatInfo.DateSeparartor. return "/"; } return GetDateSeparator(ShortDates(calendarId)[0]); } /// /// Unescape a NLS style quote string /// /// This removes single quotes: /// 'fred' -> fred /// 'fred -> fred /// fred' -> fred /// fred's -> freds /// /// This removes the first \ of escaped characters: /// fred\'s -> fred's /// a\\b -> a\b /// a\b -> ab /// /// We don't build the stringbuilder unless we find a ' or a \. If we find a ' or a \, we /// always build a stringbuilder because we need to remove the ' or \. /// private static string UnescapeNlsString(string str, int start, int end) { Debug.Assert(str != null); Debug.Assert(start >= 0); Debug.Assert(end >= 0); StringBuilder? result = null; for (int i = start; i < str.Length && i <= end; i++) { switch (str[i]) { case '\'': result ??= new StringBuilder(str, start, i - start, str.Length); break; case '\\': result ??= new StringBuilder(str, start, i - start, str.Length); ++i; if (i < str.Length) { result.Append(str[i]); } break; default: result?.Append(str[i]); break; } } if (result == null) { return str.Substring(start, end - start + 1); } return result.ToString(); } /// /// Time format separator (ie: : in 12:39:00) /// We calculate this from the provided time format /// private static string GetTimeSeparator(string format) { // Find the time separator so that we can pretend we know TimeSeparator. return GetSeparator(format, "Hhms"); } /// /// Date format separator (ie: / in 9/1/03) /// We calculate this from the provided short date /// private static string GetDateSeparator(string format) { // Find the date separator so that we can pretend we know DateSeparator. return GetSeparator(format, "dyM"); } private static string GetSeparator(string format, string timeParts) { int index = IndexOfTimePart(format, 0, timeParts); if (index != -1) { // Found a time part, find out when it changes char cTimePart = format[index]; do { index++; } while (index < format.Length && format[index] == cTimePart); int separatorStart = index; // Now we need to find the end of the separator if (separatorStart < format.Length) { int separatorEnd = IndexOfTimePart(format, separatorStart, timeParts); if (separatorEnd != -1) { // From [separatorStart, count) is our string, except we need to unescape return UnescapeNlsString(format, separatorStart, separatorEnd - 1); } } } return string.Empty; } private static int IndexOfTimePart(string format, int startIndex, string timeParts) { Debug.Assert(startIndex >= 0, "startIndex cannot be negative"); Debug.Assert(timeParts.IndexOfAny(new char[] { '\'', '\\' }) == -1, "timeParts cannot include quote characters"); bool inQuote = false; for (int i = startIndex; i < format.Length; ++i) { // See if we have a time Part if (!inQuote && timeParts.Contains(format[i])) { return i; } switch (format[i]) { case '\\': if (i + 1 < format.Length) { ++i; switch (format[i]) { case '\'': case '\\': break; default: --i; // backup since we will move over this next break; } } break; case '\'': inQuote = !inQuote; break; } } return -1; } internal static bool IsCustomCultureId(int cultureId) { return cultureId == CultureInfo.LOCALE_CUSTOM_DEFAULT || cultureId == CultureInfo.LOCALE_CUSTOM_UNSPECIFIED; } internal void GetNFIValues(NumberFormatInfo nfi) { if (GlobalizationMode.Invariant || IsInvariantCulture) { nfi._positiveSign = _sPositiveSign!; nfi._negativeSign = _sNegativeSign!; nfi._numberGroupSeparator = _sThousandSeparator!; nfi._numberDecimalSeparator = _sDecimalSeparator!; nfi._numberDecimalDigits = _iDigits; nfi._numberNegativePattern = _iNegativeNumber; nfi._currencySymbol = _sCurrency!; nfi._currencyGroupSeparator = _sMonetaryThousand!; nfi._currencyDecimalSeparator = _sMonetaryDecimal!; nfi._currencyDecimalDigits = _iCurrencyDigits; nfi._currencyNegativePattern = _iNegativeCurrency; nfi._currencyPositivePattern = _iCurrency; } else { Debug.Assert(_sWindowsName != null, "[CultureData.GetNFIValues] Expected _sWindowsName to be populated by already"); // String values nfi._positiveSign = GetLocaleInfo(LocaleStringData.PositiveSign); nfi._negativeSign = GetLocaleInfo(LocaleStringData.NegativeSign); nfi._numberDecimalSeparator = GetLocaleInfo(LocaleStringData.DecimalSeparator); nfi._numberGroupSeparator = GetLocaleInfo(LocaleStringData.ThousandSeparator); nfi._currencyGroupSeparator = GetLocaleInfo(LocaleStringData.MonetaryThousandSeparator); nfi._currencyDecimalSeparator = GetLocaleInfo(LocaleStringData.MonetaryDecimalSeparator); nfi._currencySymbol = GetLocaleInfo(LocaleStringData.MonetarySymbol); // Numeric values nfi._numberDecimalDigits = GetLocaleInfo(LocaleNumberData.FractionalDigitsCount); nfi._currencyDecimalDigits = GetLocaleInfo(LocaleNumberData.MonetaryFractionalDigitsCount); nfi._currencyPositivePattern = GetLocaleInfo(LocaleNumberData.PositiveMonetaryNumberFormat); nfi._currencyNegativePattern = GetLocaleInfo(LocaleNumberData.NegativeMonetaryNumberFormat); nfi._numberNegativePattern = GetLocaleInfo(LocaleNumberData.NegativeNumberFormat); // LOCALE_SNATIVEDIGITS (array of 10 single character strings). string digits = GetLocaleInfo(LocaleStringData.Digits); nfi._nativeDigits = new string[10]; for (int i = 0; i < nfi._nativeDigits.Length; i++) { nfi._nativeDigits[i] = char.ToString(digits[i]); } Debug.Assert(_sRealName != null); nfi._digitSubstitution = GetDigitSubstitution(_sRealName); } // Gather additional data nfi._numberGroupSizes = NumberGroupSizes; nfi._currencyGroupSizes = CurrencyGroupSizes; // prefer the cached value since these do not have user overrides nfi._percentNegativePattern = PercentNegativePattern; nfi._percentPositivePattern = PercentPositivePattern; nfi._percentSymbol = PercentSymbol; nfi._perMilleSymbol = PerMilleSymbol; nfi._negativeInfinitySymbol = NegativeInfinitySymbol; nfi._positiveInfinitySymbol = PositiveInfinitySymbol; nfi._nanSymbol = NaNSymbol; // We don't have percent values, so use the number values nfi._percentDecimalDigits = nfi._numberDecimalDigits; nfi._percentDecimalSeparator = nfi._numberDecimalSeparator; nfi._percentGroupSizes = nfi._numberGroupSizes; nfi._percentGroupSeparator = nfi._numberGroupSeparator; // Clean up a few odd values // Windows usually returns an empty positive sign, but we like it to be "+" if (string.IsNullOrEmpty(nfi._positiveSign)) { nfi._positiveSign = "+"; } // Special case for Italian. The currency decimal separator in the control panel is the empty string. When the user // specifies C4 as the currency format, this results in the number apparently getting multiplied by 10000 because the // decimal point doesn't show up. We'll just hack this here because our default currency format will never use nfi. if (string.IsNullOrEmpty(nfi._currencyDecimalSeparator)) { nfi._currencyDecimalSeparator = nfi._numberDecimalSeparator; } } /// /// This is ONLY used for caching names and shouldn't be used for anything else /// internal static string AnsiToLower(string testString) => TextInfo.ToLowerAsciiInvariant(testString); /// /// The numeric values of the enum members match their Win32 counterparts. The CultureData Win32 PAL implementation /// takes a dependency on this fact, in order to prevent having to construct a mapping from internal values to LCTypes. /// private enum LocaleStringData : uint { /// localized name of locale, eg "German (Germany)" in UI language (corresponds to LOCALE_SLOCALIZEDDISPLAYNAME) LocalizedDisplayName = 0x00000002, /// Display name (language + country usually) in English, eg "German (Germany)" (corresponds to LOCALE_SENGLISHDISPLAYNAME) EnglishDisplayName = 0x00000072, /// Display name in native locale language, eg "Deutsch (Deutschland) (corresponds to LOCALE_SNATIVEDISPLAYNAME) NativeDisplayName = 0x00000073, /// Language Display Name for a language, eg "German" in UI language (corresponds to LOCALE_SLOCALIZEDLANGUAGENAME) LocalizedLanguageName = 0x0000006f, /// English name of language, eg "German" (corresponds to LOCALE_SENGLISHLANGUAGENAME) EnglishLanguageName = 0x00001001, /// native name of language, eg "Deutsch" (corresponds to LOCALE_SNATIVELANGUAGENAME) NativeLanguageName = 0x00000004, /// localized name of country, eg "Germany" in UI language (corresponds to LOCALE_SLOCALIZEDCOUNTRYNAME) LocalizedCountryName = 0x00000006, /// English name of country, eg "Germany" (corresponds to LOCALE_SENGLISHCOUNTRYNAME) EnglishCountryName = 0x00001002, /// native name of country, eg "Deutschland" (corresponds to LOCALE_SNATIVECOUNTRYNAME) NativeCountryName = 0x00000008, /// abbreviated language name (corresponds to LOCALE_SABBREVLANGNAME) AbbreviatedWindowsLanguageName = 0x00000003, /// list item separator (corresponds to LOCALE_SLIST) ListSeparator = 0x0000000C, /// decimal separator (corresponds to LOCALE_SDECIMAL) DecimalSeparator = 0x0000000E, /// thousand separator (corresponds to LOCALE_STHOUSAND) ThousandSeparator = 0x0000000F, /// digit grouping (corresponds to LOCALE_SGROUPING) Digits = 0x00000013, /// local monetary symbol (corresponds to LOCALE_SCURRENCY) MonetarySymbol = 0x00000014, /// English currency name (corresponds to LOCALE_SENGCURRNAME) CurrencyEnglishName = 0x00001007, /// Native currency name (corresponds to LOCALE_SNATIVECURRNAME) CurrencyNativeName = 0x00001008, /// uintl monetary symbol (corresponds to LOCALE_SINTLSYMBOL) Iso4217MonetarySymbol = 0x00000015, /// monetary decimal separator (corresponds to LOCALE_SMONDECIMALSEP) MonetaryDecimalSeparator = 0x00000016, /// monetary thousand separator (corresponds to LOCALE_SMONTHOUSANDSEP) MonetaryThousandSeparator = 0x00000017, /// AM designator (corresponds to LOCALE_S1159) AMDesignator = 0x00000028, /// PM designator (corresponds to LOCALE_S2359) PMDesignator = 0x00000029, /// positive sign (corresponds to LOCALE_SPOSITIVESIGN) PositiveSign = 0x00000050, /// negative sign (corresponds to LOCALE_SNEGATIVESIGN) NegativeSign = 0x00000051, /// ISO abbreviated language name (corresponds to LOCALE_SISO639LANGNAME) Iso639LanguageTwoLetterName = 0x00000059, /// ISO abbreviated country name (corresponds to LOCALE_SISO639LANGNAME2) Iso639LanguageThreeLetterName = 0x00000067, /// ISO abbreviated language name (corresponds to LOCALE_SISO639LANGNAME) Iso639LanguageName = 0x00000059, /// ISO abbreviated country name (corresponds to LOCALE_SISO3166CTRYNAME) Iso3166CountryName = 0x0000005A, /// 3 letter ISO country code (corresponds to LOCALE_SISO3166CTRYNAME2) Iso3166CountryName2 = 0x00000068, // 3 character ISO country name /// Not a Number (corresponds to LOCALE_SNAN) NaNSymbol = 0x00000069, /// + Infinity (corresponds to LOCALE_SPOSINFINITY) PositiveInfinitySymbol = 0x0000006a, /// - Infinity (corresponds to LOCALE_SNEGINFINITY) NegativeInfinitySymbol = 0x0000006b, /// Fallback name for resources (corresponds to LOCALE_SPARENT) ParentName = 0x0000006d, /// Fallback name for within the console (corresponds to LOCALE_SCONSOLEFALLBACKNAME) ConsoleFallbackName = 0x0000006e, /// Returns the percent symbol (corresponds to LOCALE_SPERCENT) PercentSymbol = 0x00000076, /// Returns the permille (U+2030) symbol (corresponds to LOCALE_SPERMILLE) PerMilleSymbol = 0x00000077 } /// /// The numeric values of the enum members match their Win32 counterparts. The CultureData Win32 PAL implementation /// takes a dependency on this fact, in order to prevent having to construct a mapping from internal values to LCTypes. /// private enum LocaleGroupingData : uint { /// digit grouping (corresponds to LOCALE_SGROUPING) Digit = 0x00000010, /// monetary grouping (corresponds to LOCALE_SMONGROUPING) Monetary = 0x00000018, } /// /// The numeric values of the enum members match their Win32 counterparts. The CultureData Win32 PAL implementation /// takes a dependency on this fact, in order to prevent having to construct a mapping from internal values to LCTypes. /// private enum LocaleNumberData : uint { /// language id (corresponds to LOCALE_ILANGUAGE) LanguageId = 0x00000001, /// geographical location id, (corresponds to LOCALE_IGEOID) GeoId = 0x0000005B, /// 0 = context, 1 = none, 2 = national (corresponds to LOCALE_IDIGITSUBSTITUTION) DigitSubstitution = 0x00001014, /// 0 = metric, 1 = US (corresponds to LOCALE_IMEASURE) MeasurementSystem = 0x0000000D, /// number of fractional digits (corresponds to LOCALE_IDIGITS) FractionalDigitsCount = 0x00000011, /// negative number mode (corresponds to LOCALE_INEGNUMBER) NegativeNumberFormat = 0x00001010, /// # local monetary digits (corresponds to LOCALE_ICURRDIGITS) MonetaryFractionalDigitsCount = 0x00000019, /// positive currency mode (corresponds to LOCALE_ICURRENCY) PositiveMonetaryNumberFormat = 0x0000001B, /// negative currency mode (corresponds to LOCALE_INEGCURR) NegativeMonetaryNumberFormat = 0x0000001C, /// type of calendar specifier (corresponds to LOCALE_ICALENDARTYPE) CalendarType = 0x00001009, /// first day of week specifier (corresponds to LOCALE_IFIRSTDAYOFWEEK) FirstDayOfWeek = 0x0000100C, /// first week of year specifier (corresponds to LOCALE_IFIRSTWEEKOFYEAR) FirstWeekOfYear = 0x0000100D, /// /// Returns one of the following 4 reading layout values: /// 0 - Left to right (eg en-US) /// 1 - Right to left (eg arabic locales) /// 2 - Vertical top to bottom with columns to the left and also left to right (ja-JP locales) /// 3 - Vertical top to bottom with columns proceeding to the right /// (corresponds to LOCALE_IREADINGLAYOUT) /// ReadingLayout = 0x00000070, /// Returns 0-11 for the negative percent format (corresponds to LOCALE_INEGATIVEPERCENT) NegativePercentFormat = 0x00000074, /// Returns 0-3 for the positive percent format (corresponds to LOCALE_IPOSITIVEPERCENT) PositivePercentFormat = 0x00000075, /// default ansi code page (corresponds to LOCALE_IDEFAULTCODEPAGE) OemCodePage = 0x0000000B, /// default ansi code page (corresponds to LOCALE_IDEFAULTANSICODEPAGE) AnsiCodePage = 0x00001004, /// default mac code page (corresponds to LOCALE_IDEFAULTMACCODEPAGE) MacCodePage = 0x00001011, /// default ebcdic code page (corresponds to LOCALE_IDEFAULTEBCDICCODEPAGE) EbcdicCodePage = 0x00001012, } } }