CuteAlien wrote:- No dependency on ustring (I don't think string-conversions should happen inside the font-class itself)
CuteAlien wrote:I expect the string to correspond already to the encoding requested from freetype when drawing is requested. Unless I'm missing something you can pass through utf-16 using wchar_t for example (just will waste 2 bytes on Linux). I think any kind of encoding conversions should already happen earlier - not when you want to draw the font. But maybe I'm missing something there - I didn't dig too deep into the ustring stuff for now as I just wanted to get it working with my game (which converts utf-8 to ucs-2 on loading and so I didn't want to risk to have another conversion in drawing).
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CuteAlien wrote:@hendu: Ah cool. Well, still not exactly compatible with zlib, but anyway - your report is as always helpful
I didn't notice that problem.
christianclavet wrote:HI, Learned more about the character encoding and just figured out that when I open XML files in UTF8 the string is still in UTF8 in memory and have to convert it to ANSI (The Irrlicht font system).
Can I use the irrUString.h classes to convert the UTF8 encoded string coming from IRRxml to something I could use directly with Irrlicht like core::stringw? (So it display accented character proper (latin1) with the default Irrlicht ANSI font? I found a hacky way to do it on windows, because I treat all characters that are more than one bytes and calculate an offset to get to latin 1. On windows it work, because the "char" is 2 bytes, But I think it's completely different on Linux (4 bytes and perhaps another endianess). So I was thinking to use the class to convert...
I see that I could use perhaps use it to save back in UTF8, (test.toUTF8()) but could I load (test.FromUTF8() for example?
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