internals: Support characters beyond the first unicode plane (WIP)

We used 16-bit variables to store the 'character code' everywhere but
this won't let us represent anything beyond U+FFFF.

This patch changes those variables to a custom type that can be 32 or 16
bits depending on the build, and adjusts numerous internal APIs and
datastructures to match.  This includes:

 * utf8decode() and friends
 * on-screen keyboard
 * font manipulation, caching, rendering, and generation
 * VFAT code parses and generates utf16 dirents
 * WIN32 simulator reads and writes utf16 filenames

Note that this patch doesn't _enable_ >16bit unicode support; a followup
patch will turn that on for appropriate targets.

Known bugs:

  * Native players in 32-bit unicode mode generate mangled filename
    entries if they include UTF16 surrogate codepoints.  Root cause
    is unclear, and may reside in core dircache code.

Needs testing on:

 * windows simulator (16bit+32bit)

Change-Id: I193a00fe2a11a4181ddc82df2d71be52bf00b6e6
This commit is contained in:
Solomon Peachy 2024-12-17 08:55:21 -05:00
parent 94712b34d4
commit d05c59f35b
44 changed files with 480 additions and 335 deletions

View file

@ -422,7 +422,7 @@ static struct lrc_brpos *calc_brpos(struct lrc_line *lrc_line, int i)
int nlrcbrpos = 0, max_lrcbrpos;
uifont = rb->screens[0]->getuifont();
struct font* pf = rb->font_get(uifont);
unsigned short ch;
ucschar_t ch;
struct snap {
int count, width;
int nword;