Emulator Issues #195
closedour wxwindows code doesn't use unicode
0%
Description
- We need to upgrade the local wx copy in External to use unicode
- We need to fix the path code to support unicode
- We need to fix translation code to use unicode
Updated by Anonymous over 15 years ago
// ----------------------------------------------------------------------------
// Unicode support
// ----------------------------------------------------------------------------
// Set wxUSE_UNICODE to 1 to compile wxWidgets in Unicode mode: wxChar will be
// defined as wchar_t, wxString will use Unicode internally. If you set this
// to 1, you must use wxT() macro for all literal strings in the program.
//
// Unicode is currently only fully supported under Windows NT/2000/XP
// (Windows 9x doesn't support it and the programs compiled in Unicode mode
// will not run under 9x -- but see wxUSE_UNICODE_MSLU below).
//
// Default is 0
//
// Recommended setting: 0 (unless you only plan to use Windows NT/2000/XP)
#ifndef wxUSE_UNICODE
#define wxUSE_UNICODE 0
#endif
// Setting wxUSE_WCHAR_T to 1 gives you some degree of Unicode support without
// compiling the program in Unicode mode. More precisely, it will be possible
// to construct wxString from a wide (Unicode) string and convert any wxString
// to Unicode.
//
// Default is 1
//
// Recommended setting: 1
#define wxUSE_WCHAR_T 1
Updated by nakeee over 15 years ago
then change it to 1 and see if it compiles:)
Updated by Anonymous over 15 years ago
It's well known now, but it doesn't compile ;)
Updated by nakeee over 15 years ago
Do you know what need to be fixed?
wxT() should be added to each literal of string
and functions should not cast std::string to wxString
anything else?
Updated by XTra.KrazzY over 14 years ago
agreed, what's up with this issue? I think we should close it safely
Updated by nakeee over 14 years ago
Why close it? Our amazing windows programmers still couldn't make it work:P
Updated by ChaosCode over 14 years ago
I never said close it, I just wanted to know if it was fixed :)
Updated by lpfaint99 over 14 years ago
- Status changed from New to Work started
working on a patch currently ~60% done I think, Do we want to set all projects to
unicode when it is working?
Updated by lpfaint99 over 14 years ago
patch for everything to unicode excluding core, common, discio, inputcommon, and d9x
currently unicode is only set in the vcprojects for release x64
1 linker error that I am too tired to figure out tonight, probably because common is
not updated for unicode
main.obj : error LNK2001: unresolved external symbol "void __cdecl StackTrace(void
*,wchar_t const *,struct _iobuf *,unsigned long,unsigned long,unsigned long)"
tested compile in linux vm, compiles ok, but I cannot test everything
please review :)
Updated by lpfaint99 over 14 years ago
commit current work in r3905 r3906 and r3907
Updated by MofoMan2000 over 14 years ago
The Pokémon games show up as "Pok[box]on". Not sure if it's related and is a unicode
problem in WX but it seems worth mentioning.
Updated by lpfaint99 over 14 years ago
that is because we currently try to read ntsc game names as SJIS for one WiiWare
game (MM9)
fixing that is on the my todo list
Updated by nakeee over 14 years ago
I think moving to wx 2.9 will mark this one as fixed?
Updated by Anonymous over 14 years ago
I still get garbled text when i extract files
Updated by Anonymous over 14 years ago
I'm wondering what would need to be done in order to use:
http://code.google.com/p/pcsx2/source/browse/trunk/pcsx2/ShiftJisToUnicode.cpp
with our output? (for games with sjis debug output)
it would require using unicode in at least common lib, I think..?
Updated by lpfaint99 over 13 years ago
can this be closed, or should it be renamed?
all wx related code is more or less unicode
core, common, discio still are compiled multibyte and require updates to compile as unicode