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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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@ -116,7 +116,7 @@ int gen_h = 0;
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int gen_fnt = 0;
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int gen_map = 1;
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int start_char = 0;
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int limit_char = 65535;
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int limit_char = 1024*1024; /* 2**20, ie max unicode codepoint */
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int oflag = 0;
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char outfile[256];
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@ -569,7 +569,7 @@ struct font* bdf_read_font(char *path)
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int bdf_read_header(FILE *fp, struct font* pf)
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{
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int encoding;
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int firstchar = 65535;
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int firstchar = 1024*1024; /* Max Unicode is 2**20 */
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int lastchar = -1;
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char buf[256];
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char facename[256];
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