ComponentResourceManager.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ 4.0 / 4.0 / untmp / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / fx / src / CompMod / System / ComponentModel / ComponentResourceManager.cs / 1305376 / ComponentResourceManager.cs

                            //------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

namespace System.ComponentModel { 
    using System; 
    using System.Collections;
    using System.Collections.Generic; 
    using System.Globalization;
    using System.Reflection;
    using System.Resources;
    using System.Security.Permissions; 

    ///  
    /// The ComponentResourceManager is a resource manager object that 
    /// provides simple functionality for enumerating resources for
    /// a component or object. 
    /// 
    [HostProtection(SharedState = true)]
    public class ComponentResourceManager : ResourceManager {
 
        private Hashtable   _resourceSets;
        private CultureInfo _neutralResourcesCulture; 
 
        public ComponentResourceManager() : base() {
        } 

        public ComponentResourceManager(Type t) : base(t) {
        }
 

        ///  
        ///     The culture of the main assembly's neutral resources. If someone is asking for this culture's resources, 
        ///     we don't need to walk up the parent chain.
        ///  
        private CultureInfo NeutralResourcesCulture {
            get {
                if (_neutralResourcesCulture == null && MainAssembly != null) {
                    _neutralResourcesCulture = GetNeutralResourcesLanguage(MainAssembly); 
                }
 
                return _neutralResourcesCulture; 
            }
        } 

        /// 
        ///     This method examines all the resources for the current culture.
        ///     When it finds a resource with a key in the format of 
        ///     "[objectName].[property name]" it will apply that resource's value
        ///     to the corresponding property on the object.  If there is no matching 
        ///     property the resource will be ignored. 
        /// 
        public void ApplyResources(object value, string objectName) { 
            ApplyResources(value, objectName, null);
        }

        ///  
        ///     This method examines all the resources for the provided culture.
        ///     When it finds a resource with a key in the format of 
        ///     "[objectName].[property name]" it will apply that resource's value 
        ///     to the corresponding property on the object.  If there is no matching
        ///     property the resource will be ignored. 
        /// 
        public virtual void ApplyResources(object value, string objectName, CultureInfo culture) {
            if (value == null) {
                throw new ArgumentNullException("value"); 
            }
            if (objectName == null) { 
                throw new ArgumentNullException("objectName"); 
            }
            if (culture == null) { 
                culture = CultureInfo.CurrentUICulture;
            }

            // The general case here will be to always use the same culture, so optimize for 
            // that.  The resourceSets hashtable uses culture as a key.  It's value is
            // a sorted dictionary that contains ALL the culture values (so it traverses up 
            // the parent culture chain) for that culture.  This means that if ApplyResources 
            // is called with different cultures there could be some redundancy in the
            // table, but it allows the normal case of calling with a single culture to 
            // be much faster.
            //

            // The reason we use a SortedDictionary here is to ensure the resources are applied 
            // in an order consistent with codedom deserialization.
            SortedList resources; 
 
            if (_resourceSets == null) {
                ResourceSet dummy; 
                _resourceSets = new Hashtable();
                resources = FillResources(culture, out dummy);
                _resourceSets[culture] = resources;
            } 
            else {
                resources = (SortedList)_resourceSets[culture]; 
                if (resources == null || (resources.Comparer.Equals(StringComparer.OrdinalIgnoreCase) != IgnoreCase)) { 
                    ResourceSet dummy;
                    resources = FillResources(culture, out dummy); 
                    _resourceSets[culture] = resources;
                }
            }
 
            BindingFlags flags = BindingFlags.Public | BindingFlags.GetProperty | BindingFlags.Instance;
 
            if (IgnoreCase) { 
                flags |= BindingFlags.IgnoreCase;
            } 

            bool componentReflect = false;
            if (value is IComponent) {
                ISite site = ((IComponent)value).Site; 
                if (site != null && site.DesignMode) {
                    componentReflect = true; 
                } 
            }
 
            foreach(KeyValuePair kvp in resources) {

                // See if this key matches our object.
                // 
                string key = kvp.Key;
                if (key == null) { 
                    continue; 
                }
 
                if (IgnoreCase) {
                    if (string.Compare(key, 0, objectName, 0, objectName.Length, StringComparison.OrdinalIgnoreCase) != 0) {
                        continue;
                    } 
                }
                else { 
                    if (string.CompareOrdinal(key, 0, objectName, 0, objectName.Length) != 0) { 
                        continue;
                    } 
                }

                // Character after objectName.Length should be a ".", or else we should continue.
                // 
                int idx = objectName.Length;
                if (key.Length <= idx || key[idx] != '.' ) { 
                    continue; 
                }
 
                // Bypass type descriptor if we are not in design mode.  TypeDescriptor does an attribute
                // scan which is quite expensive.
                //
                string propName = key.Substring(idx + 1); 

                if (componentReflect) { 
                    PropertyDescriptor prop = TypeDescriptor.GetProperties(value).Find(propName, IgnoreCase); 

                    if (prop != null && !prop.IsReadOnly && (kvp.Value == null || prop.PropertyType.IsInstanceOfType(kvp.Value))) { 
                        prop.SetValue(value, kvp.Value);
                    }
                }
                else { 
                    PropertyInfo prop = null;
 
                    try { 
                        prop = value.GetType().GetProperty(propName, flags);
                    } 
                    catch (AmbiguousMatchException) {
                        // Looks like we ran into a conflict between a declared property and an inherited one.
                        // In such cases, we choose the most declared one.
                        Type t = value.GetType(); 
                        do {
                            prop = t.GetProperty(propName, flags | BindingFlags.DeclaredOnly); 
                            t = t.BaseType; 
                        } while(prop == null && t != null && t != typeof(object));
                    } 

                    if (prop != null && prop.CanWrite && (kvp.Value == null || prop.PropertyType.IsInstanceOfType(kvp.Value))) {
                        prop.SetValue(value, kvp.Value, null);
                    } 
                }
            } 
        } 

        ///  
        ///     Recursive routine that creates a resource hashtable
        ///     populated with resources for culture and all parent
        ///     cultures.
        ///  
        private SortedList FillResources(CultureInfo culture, out ResourceSet resourceSet) {
 
            SortedList sd; 
            ResourceSet parentResourceSet = null;
 
            // Traverse parents first, so we always replace more
            // specific culture values with less specific.
            //
            if (!culture.Equals(CultureInfo.InvariantCulture) && !culture.Equals(NeutralResourcesCulture)) { 
                sd = FillResources(culture.Parent, out parentResourceSet);
            } 
            else { 

                // We're at the bottom, so create the sorted dictionary 
                //
                if (IgnoreCase) {
                    sd = new SortedList(StringComparer.OrdinalIgnoreCase);
                } 
                else {
                    sd = new SortedList(StringComparer.Ordinal); 
                } 
            }
 
            // Now walk culture's resource set.  Another thing we
            // do here is ask ResourceManager to traverse up the
            // parent chain.  We do NOT want to do this because
            // we are trawling up the parent chain ourselves, but by 
            // passing in true for the second parameter the resource
            // manager will cache the culture it did find, so when we 
            // do recurse all missing resources will be filled in 
            // so we are very fast.  That's why we remember what our
            // parent resource set's instance was -- if they are the 
            // same, we're looking at a cache we've already applied.
            //
            resourceSet = GetResourceSet(culture, true, true);
            if (resourceSet != null && !object.ReferenceEquals(resourceSet, parentResourceSet)) { 
                foreach(DictionaryEntry de in resourceSet) {
                    sd[(string)de.Key] = de.Value; 
                } 
            }
 
            return sd;
        }

 
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.


                        

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