wxMax project localization with Poedit?

BlitzMax Forums/Brucey's Modules/wxMax project localization with Poedit?

UNZ(Posted 2013) [#1]
Hi folks,

I just read about localization with wxWidgets.
If I understand correct the translation function _() searches for a translation by key-value pairs. The actual text is the key, the value is the translation.
Therefor wxWidgets loads the translations from mo-files like it is done in the localization example.
A mo-file can be compiled for example with the poedit tool from a po-file. A po-file simply contains all strings and their translation.

Now I want to create such a po-file with Poedit from my BMax project.
I created a new catalog in the catalogs manager with the directory set to my project dir and added a parser for bmx-files under "file"->"preferences"->"parsers" based on the C++ parser.
But when I "update all" no files are found.

What am I doing wrong?


UNZ(Posted 2013) [#2]
OK, I found the problem: I made a mistake in the parser settings. xgettext needs a language already known eg. C,C++,Python,Perl,Java...

So my parser settings are:
Language: "BlitzMax"
List of extensions: "*.bmx"
Parser Command: "xgettext --language=C --add-comments=TRANSLATORS --force-po -o %o %C %K %F"
An item in keyword list: "-k%k"
An item in input files list: "%f"
source code charset: "--from-code=%c"
(Of course there are lots of errors on parsing the bmx files because a c parser is used but all strings are found.)