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.
This commit is contained in:
Patric Stout
2019-03-10 16:46:19 +01:00
parent 52d7e7d45e
commit 36105841b9
6 changed files with 20 additions and 20 deletions

View File

@@ -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();