Extended ascii char display
by David Barr · in Torque Game Engine · 10/07/2006 (4:24 pm) · 1 replies
When unicode is not defined, extended ascii chars are not displayed correctly in gui controls.
I think I have tracked this down to a call to dglDrawTextN in dgl.cc where the text to be drawn is converted from UTF8 to UTF16 regardless of whether unicode is defined or not.
Around line 514 you have :
if you change this to :
then extended ascii chars display correctly.
I think I have tracked this down to a call to dglDrawTextN in dgl.cc where the text to be drawn is converted from UTF8 to UTF16 regardless of whether unicode is defined or not.
Around line 514 you have :
FrameTemp<UTF16> ubuf(dStrlen(str) + 1); convertUTF8toUTF16(str, ubuf, dStrlen(str) + 1);
if you change this to :
#ifdef UNICODE FrameTemp<UTF16> ubuf(dStrlen(str) + 1); convertUTF8toUTF16(str, ubuf, dStrlen(str) + 1); #else FrameTemp<UTF8> ubuf(dStrlen(str) + 1); dSprintf( ubuf, dStrlen(str) + 1, "%s", str ); #endif
then extended ascii chars display correctly.
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