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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
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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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