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UNICODE "text" field in TGEA issue(GUI Editor)

by ccljyc · in Torque Game Engine Advanced · 03/12/2009 (12:16 pm) · 2 replies

I test on TGEA 1.7.1 with Vista OS
(1)save GUI file to UTF-8 format and type CHINESE words(do it in notepad)
(2)VS.NET 2005 set to UNICODE charset
Location:
At C:/Torque/TGEA_1_7_1/engine/source/platformWin32/winfont.cpp

Function:
bool WinFont::create(const char *name, U32 size, U32 charset /* = TGE_ANSI_CHARSET */)
...
#ifdef UNICODE
UTF16 n[512]=L"XXX"; //XXX=CHINESE font name
mFont = CreateFont(size,0,0,0,weight,doItalic,0,0,CHINESEBIG5_CHARSET,OUT_TT_PRECIS,0,PROOF_QUALITY,0,n);
...
(3)build and run game
(4)I can see CHNESE WORDS
Is it correct?

#1
03/18/2009 (8:08 pm)
I test in TGEA1.7.1 and 1.8.1
Only changed .GUI file to UTF-8 format then key-in UNICODE words to "text" fieled.
I can see UNICODE words on itself.
But sometimes the .GUI file's content have two instances and need to be fix manual.
#2
03/19/2009 (1:37 am)
When I was with TGE, it was said that notepad is not appropriate for unicode. I remeber it caused some problem. Why don't try such as textPad. That worked OK for me.