%name(Init1)bool Init(const wxString& szName,
const wxString& szShort = wxPyEmptyString,
const wxString& szLocale = wxPyEmptyString,
- bool bLoadDefault = TRUE,
- bool bConvertEncoding = FALSE);
+ bool bLoadDefault = True,
+ bool bConvertEncoding = False);
%name(Init2) bool Init(int language = wxLANGUAGE_DEFAULT,
int flags = wxLOCALE_LOAD_DEFAULT | wxLOCALE_CONV_ENCODING);
// is used, the US default value is returned if everything else fails
// static wxString GetInfo(wxLocaleInfo index, wxLocaleCategory cat);
- // return TRUE if the locale was set successfully
+ // return True if the locale was set successfully
bool IsOk() const;
%pythoncode { def __nonzero__(self): return self.IsOk() };
//
// The loaded catalog will be used for message lookup by GetString().
//
- // Returns 'true' if it was successfully loaded
+ // Returns 'True' if it was successfully loaded
bool AddCatalog(const wxString& szDomain);
// check if the given catalog is loaded
// both modes gurantee that output string will have same length
// as input string
//
- // Returns FALSE if given conversion is impossible, TRUE otherwise
+ // Returns False if given conversion is impossible, True otherwise
// (conversion may be impossible either if you try to convert
// to Unicode with non-Unicode build of wxWindows or if input
// or output encoding is not supported.)
// equivalent encodings, regardless the platform, including itself.
static wxFontEncodingArray GetAllEquivalents(wxFontEncoding enc);
- // Return true if [any text in] one multibyte encoding can be
+ // Return True if [any text in] one multibyte encoding can be
// converted to another one losslessly.
//
// Do not call this with wxFONTENCODING_UNICODE, it doesn't make