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

@ -660,16 +660,16 @@ int usb_screen(void)
return 0;
}
unsigned short *bidi_l2v(const unsigned char *str, int orientation)
ucschar_t *bidi_l2v(const unsigned char *str, int orientation)
{
static unsigned short utf16_buf[SCROLL_LINE_SIZE];
unsigned short *target;
static ucschar_t utf_buf[SCROLL_LINE_SIZE];
ucschar_t *target;
(void)orientation;
target = utf16_buf;
target = utf_buf;
while (*str)
str = utf8decode(str, target++);
*target = 0;
return utf16_buf;
return utf_buf;
}