在 C# 中修改 .resx 文件

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时间:2020-08-04 13:02:01  来源:igfitidea点击:

Modifying .resx file in C#

c#resx

提问by

I have a .resxfile that contains name-value pairs (both strings). Now I want to modify the values in certain name-value pairs programmatically using C#. How can I achieve that?

我有一个.resx包含名称-值对(两个字符串)的文件。现在我想使用 C# 以编程方式修改某些名称-值对中的值。我怎样才能做到这一点?

回答by womp

There's a whole namespace for resource management: System.Resources. Check out the ResourceManager class, as well as ResXResourceReader and ResXResourceWriter.

有一个用于资源管理的完整命名空间:System.Resources。查看 ResourceManager 类,以及 ResXResourceReader 和 ResXResourceWriter。

http://msdn.microsoft.com/en-us/library/system.resources.aspx

http://msdn.microsoft.com/en-us/library/system.resources.aspx



I managed to lay my hands on a very old debug method that I used to use at one point when I was testing some resource related stuff. This should do the trick for you.

我设法掌握了一种非常古老的调试方法,我曾经在测试一些与资源相关的东西时使用过这种方法。这应该对你有用。

public static void UpdateResourceFile(Hashtable data, String path)
    {
        Hashtable resourceEntries = new Hashtable();

        //Get existing resources
        ResXResourceReader reader = new ResXResourceReader(path);
        if (reader != null)
        {
            IDictionaryEnumerator id = reader.GetEnumerator();
            foreach (DictionaryEntry d in reader)
            {
                if (d.Value == null)
                    resourceEntries.Add(d.Key.ToString(), "");
                else
                    resourceEntries.Add(d.Key.ToString(), d.Value.ToString());
            }
            reader.Close();
        }

        //Modify resources here...
        foreach (String key in data.Keys)
        {
            if (!resourceEntries.ContainsKey(key))
            {

                String value = data[key].ToString();
                if (value == null) value = "";

                resourceEntries.Add(key, value);
            }
        }

        //Write the combined resource file
            ResXResourceWriter resourceWriter = new ResXResourceWriter(path);

            foreach (String key in resourceEntries.Keys)
            {
                resourceWriter.AddResource(key, resourceEntries[key]);
            }
            resourceWriter.Generate();
            resourceWriter.Close();

    }

回答by SirMoreno

Womp got it right (10x).

Womp 做对了(10 倍)。

But here is a code that keeps the XML file order, add new at the end of the file. (for source control)

但这里有一个保持 XML 文件顺序的代码,在文件末尾添加新的。(用于源代码控制)

    //Need dll System.Windows.Forms
    public static void UpdateResourceFile(Hashtable data, String path)
    {
        Hashtable resourceEntries = new Hashtable();

        //Get existing resources
        ResXResourceReader reader = new ResXResourceReader(path);
        ResXResourceWriter resourceWriter = new ResXResourceWriter(path);

        if (reader != null)
        {
            IDictionaryEnumerator id = reader.GetEnumerator();
            foreach (DictionaryEntry d in reader)
            {
                //Read from file:
                string val = "";
                if (d.Value == null)
                    resourceEntries.Add(d.Key.ToString(), "");
                else
                {
                    resourceEntries.Add(d.Key.ToString(), d.Value.ToString());
                    val = d.Value.ToString();
                }

                //Write (with read to keep xml file order)
                resourceWriter.AddResource(d.Key.ToString(), val);

            }
            reader.Close();
        }

        //Add new data (at the end of the file):
        Hashtable newRes = new Hashtable();
        foreach (String key in data.Keys)
        {
            if (!resourceEntries.ContainsKey(key))
            {

                String value = data[key].ToString();
                if (value == null) value = "";

                resourceWriter.AddResource(key, value);
            }
        }

        //Write to file
        resourceWriter.Generate();
        resourceWriter.Close();

    }

回答by Ers

If you want to keep the existing comments in the resource files then use this (Based on SirMoreno's code modified)

如果你想在资源文件中保留现有的注释,那么使用这个(基于 SirMoreno 的代码修改)

 public static void UpdateResourceFile(Hashtable data, String path)
    {
        Hashtable resourceEntries = new Hashtable();

        //Get existing resources
        ResXResourceReader reader = new ResXResourceReader(path);
        reader.UseResXDataNodes = true;
        ResXResourceWriter resourceWriter = new ResXResourceWriter(path);
        System.ComponentModel.Design.ITypeResolutionService typeres = null;
        if (reader != null)
        {
            IDictionaryEnumerator id = reader.GetEnumerator();
            foreach (DictionaryEntry d in reader)
            {
                //Read from file:
                string val = "";
                if (d.Value == null)
                    resourceEntries.Add(d.Key.ToString(), "");
                else
                {
                    val = ((ResXDataNode)d.Value).GetValue(typeres).ToString();
                    resourceEntries.Add(d.Key.ToString(), val);

                }

                //Write (with read to keep xml file order)
                ResXDataNode dataNode = (ResXDataNode)d.Value;

                //resourceWriter.AddResource(d.Key.ToString(), val);
                resourceWriter.AddResource(dataNode);

            }
            reader.Close();
        }

        //Add new data (at the end of the file):
        Hashtable newRes = new Hashtable();
        foreach (String key in data.Keys)
        {
            if (!resourceEntries.ContainsKey(key))
            {

                String value = data[key].ToString();
                if (value == null) value = "";

                resourceWriter.AddResource(key, value);
            }
        }

        //Write to file
        resourceWriter.Generate();
        resourceWriter.Close();

    }

回答by Elias Hossain

    public static void AddOrUpdateResource(string key, string value)
    {
        var resx = new List<DictionaryEntry>();
        using (var reader = new ResXResourceReader(resourceFilepath))
        {
            resx = reader.Cast<DictionaryEntry>().ToList();
            var existingResource = resx.Where(r => r.Key.ToString() == key).FirstOrDefault();
            if (existingResource.Key == null && existingResource.Value == null) // NEW!
            {
                resx.Add(new DictionaryEntry() { Key = key, Value = value });
            }
            else // MODIFIED RESOURCE!
            {
                var modifiedResx = new DictionaryEntry() 
                    { Key = existingResource.Key, Value = value };
                resx.Remove(existingResource);  // REMOVING RESOURCE!
                resx.Add(modifiedResx);  // AND THEN ADDING RESOURCE!
            }
        }
        using (var writer = new ResXResourceWriter(ResxPathEn))
        {
            resx.ForEach(r =>
                        {
                            // Again Adding all resource to generate with final items
                            writer.AddResource(r.Key.ToString(), r.Value.ToString());
                        });
            writer.Generate();
        }
    }

回答by uli78

This is my version based on Ers' and based on SirMoreno's code. Just a little shorter. This is still not handeling metaData which is possible but not necessasry for me.

这是我基于 Ers 和 SirMoreno 代码的版本。就是短一点。这仍然不是处理元数据,这对我来说是可能的,但不是必需的。

    public static bool AddToResourceFile(string key, string value, string comment, string path)
    {
        using (ResXResourceWriter resourceWriter = new ResXResourceWriter(path))
        {
            //Get existing resources
            using (ResXResourceReader reader = new ResXResourceReader(path) { UseResXDataNodes = true })
            {
                foreach (DictionaryEntry resEntry in reader)
                {
                    ResXDataNode node = resEntry.Value as ResXDataNode;
                    if (node == null) continue;

                    if (string.CompareOrdinal(key, node.Name) == 0)
                    {
                        // Keep resources untouched. Alternativly modify this resource.
                        return false;
                    }

                    resourceWriter.AddResource(node);
                }
            }

            //Add new data (at the end of the file):
            resourceWriter.AddResource(new ResXDataNode(key, value) { Comment = comment });

            //Write to file
            resourceWriter.Generate();
        }
        return true;
    }

回答by Jan Abramek

This is improved Womp's answer - without obsolete Hashtable, checking if file exists and using LINQ:

这是改进的 Womp 答案 - 没有过时的 Hashtable,检查文件是否存在并使用 LINQ:

    public static void UpdateResourceFile(Dictionary<string, string> data, string path)
    {
        Dictionary<string, string> resourceEntries = new Dictionary<string, string>();
        if (File.Exists(path))
        {
            //Get existing resources
            ResXResourceReader reader = new ResXResourceReader(path);
            resourceEntries = reader.Cast<DictionaryEntry>().ToDictionary(d => d.Key.ToString(), d => d.Value?.ToString() ?? "");
            reader.Close();
        }

        //Modify resources here...
        foreach (KeyValuePair<string, string> entry in data)
        {
            if (!resourceEntries.ContainsKey(entry.Key))
            {
                if (!resourceEntries.ContainsValue(entry.Value))
                {
                    resourceEntries.Add(entry.Key, entry.Value);
                }
            }
        }

        string directoryPath = Path.GetDirectoryName(path);
        if (!string.IsNullOrEmpty(directoryPath))
        {
            Directory.CreateDirectory(directoryPath);
        }

        //Write the combined resource file
        ResXResourceWriter resourceWriter = new ResXResourceWriter(path);
        foreach (KeyValuePair<string, string> entry in resourceEntries)
        {
            resourceWriter.AddResource(entry.Key, resourceEntries[entry.Key]);
        }
        resourceWriter.Generate();
        resourceWriter.Close();
    }

回答by RenniePet

All of the other answers make use of ResXResourceWriter, but for certain special cases it may be feasible and better to simply work with the Resources.resx file as an XML document.

所有其他答案都使用 ResXResourceWriter,但对于某些特殊情况,将 Resources.resx 文件作为 XML 文档简单地使用可能是可行且更好的。

I have a specific situation where I want to manipulate the Resources.resx entries for a set of icon files. There may be up to several hundred entries, and I can count on them all looking exactly like this:

我有一个特定的情况,我想操作一组图标文件的 Resources.resx 条目。可能有多达数百个条目,我可以指望它们看起来完全像这样:

  <data name="Incors_workplace2_16x16" type="System.Resources.ResXFileRef, System.Windows.Forms">
    <value>..\..\..\..\..\..\Icons\Incors-workplace2-16x16.png;System.Drawing.Bitmap, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
  </data>

I tried using ResXResourceWriter and ResXResourceReader for this program, but I ended up instead opening the various Resources.resx files as XML documents and manipulating them in that way. The whole program is much too large (and too application-specific) to post here, but I'll post a few stumps of code to show some of the techniques that can be used.

我尝试在该程序中使用 ResXResourceWriter 和 ResXResourceReader,但最终我将各种 Resources.resx 文件作为 XML 文档打开并以这种方式操作它们。整个程序太大(也太特定于应用程序),无法在此处发布,但我将发布一些代码以展示一些可以使用的技术。

      /// <summary>
      /// Method to load a Resources.resx file (if it exists) as an XML Document object.
      /// </summary>
      private static XmlDocument LoadResourcesResx(string projectPath)
      {
         string fileName = projectPath + @"Properties\Resources.resx";
         if (!File.Exists(fileName))
            return null;

         XmlDocument xdResx = new XmlDocument();
         xdResx.Load(fileName);
         return xdResx;
      }

   // ---------------------------------------------------------------------------


      /// <summary>
      /// Method to fix the names of any resources that contain '-' instead of '_'.
      /// </summary>
      private static void FixResourceNames(XmlDocument xdResx, ref bool resxModified)
      {
         // Loop for all of the <data> elements that have name= attributes (node = "name" attr.)
         XmlNodeList xnlDataElements = xdResx.SelectNodes("/root/data/@name");
         if (xnlDataElements != null)
         {
            foreach (XmlNode xmlNode in xnlDataElements)
            {
               // Modify the name= attribute if necessary
               string oldDataName = xmlNode.Value;
               string newDataName = oldDataName.Replace('-', '_');
               if (oldDataName != newDataName)
               {
                  xmlNode.Value = newDataName;
                  resxModified = true;
               }
            }
         }
      }

   // ---------------------------------------------------------------------------

            // Prepare to add resource nodes to client-basic's Resources.resx file
            XmlNode rootNodeBasic = xdResx.SelectSingleNode("/root");
   // ---------------------------------------------------------------------------

      /// <summary>
      /// Sub-method of above method (not included here) to copy a new icon usage from one of the client-maxi projects 
      /// to the client-basic project.
      /// </summary>
      private static bool CopyIconToClientBasic(string projectPath, XmlDocument xdResxBasic, 
                                                XmlNode rootNodeBasic, XmlNode xmlNodeMaxi)
      {
         // Check if this is an icon-based resource, and get the resource name if so
         string oldDataName = GetAndCheckResourceName(xmlNodeMaxi);
         if (oldDataName == null)
            return false;

         // Determine if there is a 16x16, 20x20, 24x24, 32x32 or 48x48 version of this icon 
         //  available, picking the lowest size to reduce client-basic assembly increase for a 
         //  resource which will probably never be used
         string oldFileName = xmlNodeMaxi.FirstChild.InnerText.Split(';')[0];
         string minSize = FindMinimumIconSize(projectPath, oldFileName);  // Not included here
         if (minSize == null)
            return false;  // Something wrong, can't find icon file

         // Test if client-basic's resources includes a version of this icon for smallest size
         string newDataName = oldDataName.Remove(oldDataName.Length - 5) + minSize;
         if (xdResxBasic.SelectSingleNode("/root/data[@name='" + newDataName + "']") != null)
            return false;  // Already in client-basic

         // Add the smallest available size version of this icon to the client-basic project
         string oldSize = oldDataName.Substring(oldDataName.Length - 5);  // "16x16", "20x20"
         XmlNode newNodeBasic = xdResxBasic.ImportNode(xmlNodeMaxi, true);
         if (newNodeBasic.Attributes != null)
            newNodeBasic.Attributes["name"].Value = newDataName;  // Maybe force smaller size
         newNodeBasic.FirstChild.InnerText =
                                  newNodeBasic.FirstChild.InnerText.Replace(oldSize, minSize);
         rootNodeBasic.AppendChild(newNodeBasic);
         return true;
      }

   // ---------------------------------------------------------------------------

      /// <summary>
      /// Method to filter out non-icon resources and return the resource name for the icon-based 
      /// resource in the Resources.resx object.
      /// </summary>
      /// <returns>name of resource, i.e., name= value, or null if not icon resource</returns>
      private static string GetAndCheckResourceName(XmlNode xmlNode)
      {
         // Ignore resources that aren't PNG-based icon files with a standard size. This 
         //  includes ignoring ICO-based resources.
         if (!xmlNode.FirstChild.InnerText.Contains(";System.Drawing.Bitmap,"))
            return null;
         if (xmlNode.Attributes == null)
            return null;

         string dataName = xmlNode.Attributes["name"].Value;

         if (dataName.EndsWith("_16x16", StringComparison.Ordinal) ||
             dataName.EndsWith("_20x20", StringComparison.Ordinal) ||
             dataName.EndsWith("_24x24", StringComparison.Ordinal) ||
             dataName.EndsWith("_32x32", StringComparison.Ordinal) ||
             dataName.EndsWith("_48x48", StringComparison.Ordinal))
            return dataName;

         return null;
      }

   // ---------------------------------------------------------------------------

         // It's too messy to create a new node from scratch when not using the ResXResourceWriter 
         //  facility, so we cheat and clone an existing icon entry, the one for Cancel buttons

         // Get the Cancel icon name and filename
         BuiltInIcon cancelIcon = BuiltInIconNames.FindIconByName(BuiltInIconNames.CCancel);
         string cancelIconResourceName = cancelIcon.ResourceName + "_16x16";

         // Find it in the Resources.resx file - it should be there
         XmlNode cancelIconNode = 
                 xdResxBasic.SelectSingleNode("/root/data[@name='" + cancelIconResourceName + "']");
         if (cancelIconNode == null)
         {
            PreprocessorMain.DisplayError(0x27b699fu, "Icon " + cancelIconResourceName + 
                                                      " not found in Resources.resx file.");
            return false;
         }

         // Make a clone of this node in the Resources.resx file
         XmlNode newNode = cancelIconNode.Clone();
         if (newNode.Attributes == null) // Not possible?
         {
            PreprocessorMain.DisplayError(0x27b8038u, "Node for icon " + cancelIconResourceName + 
                                                      " not as expected in Resources.resx file.");
            return false;
         }

         // Modify the cloned XML node to represent the desired icon file/resource and add it to the 
         //  Resources.resx file
         newNode.Attributes["name"].Value = iconResourceName;
         newNode.InnerText = 
                  newNode.InnerText.Replace(cancelIcon.FileNameNoSize + "-16x16.png", iconFileName);
         rootNodeBasic.AppendChild(newNode);
         resxModified = true;