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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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@ -1073,8 +1073,8 @@ static void draw_oriented_alpha_bitmap_part(const unsigned char *src,
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static void draw_putsxy_oriented(int x, int y, const char *str)
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{
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unsigned short ch;
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unsigned short *ucs;
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ucschar_t ch;
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ucschar_t *ucs;
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int ofs = MIN(x, 0);
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struct font* pf = rb->font_get(osd.font);
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