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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:
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44 changed files with 480 additions and 335 deletions
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@ -141,6 +141,7 @@ RB_WRAP(touchscreen_mode)
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#endif
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// XXX this may be broken with 32-bit ucschar_t
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RB_WRAP(kbd_input)
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{
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/*kbd_input(text, layout)*
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@ -168,7 +169,7 @@ RB_WRAP(kbd_input)
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layout = NULL;
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}
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if(!rb->kbd_input(buffer, LUAL_BUFFERSIZE, (unsigned short *)layout))
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if(!rb->kbd_input(buffer, LUAL_BUFFERSIZE, (ucschar_t *)layout))
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{
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luaL_addstring(&b, buffer);
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luaL_pushresult(&b);
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