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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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@ -1092,9 +1092,9 @@ retry_with_limit:
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if (!parse_as_utf8(tag, &bytesread))
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{
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/* UTF-8 could potentially be 3 times larger */
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/* UTF-8 could potentially be 4 times larger */
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/* so we need to create a new buffer */
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int utf8_size = (3 * bytesread);
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int utf8_size = (4 * bytesread);
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if (utf8_size > ID3V2_BUF_SIZE)
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{
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//limit stack allocation to avoid stack overflow
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