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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:
parent
94712b34d4
commit
d05c59f35b
44 changed files with 480 additions and 335 deletions
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@ -33,6 +33,7 @@ struct lru
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void *_base;
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};
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/* LRU_SLOT_OVERHEAD is the fixed portion of struct lru_node */
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#define LRU_SLOT_OVERHEAD (2 * sizeof(short))
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/* Create LRU list with specified size from buf. */
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@ -45,4 +46,3 @@ void *lru_data(struct lru* pl, short handle);
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void lru_traverse(struct lru* pl, void (*callback)(void* data));
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#endif /* LRU_H */
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