Add MSVC project for SDL2 build + SDL2 unicode text input for win32

This commit is contained in:
Thomas Bernard 2019-01-25 12:53:47 +01:00
parent 16080ed4b4
commit 8459266c47
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GPG Key ID: 0FF11B67A5C0863C
6 changed files with 635 additions and 2 deletions

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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual C++ Express 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "grafx2-sdl2", "grafx2-sdl2.vcxproj", "{2C23F950-9403-4871-848E-7E98BE9BD565}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "generateversion", "generateversion.vcxproj", "{056D84A3-08C5-4A2A-A24B-D2E6D00D9552}"
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{2C23F950-9403-4871-848E-7E98BE9BD565}.Release|Win32.Build.0 = Release|Win32
{056D84A3-08C5-4A2A-A24B-D2E6D00D9552}.Debug|Win32.ActiveCfg = Debug|Win32
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{056D84A3-08C5-4A2A-A24B-D2E6D00D9552}.Release|Win32.ActiveCfg = Release|Win32
{056D84A3-08C5-4A2A-A24B-D2E6D00D9552}.Release|Win32.Build.0 = Release|Win32
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<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SFont.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\shade.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\special.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\text.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\tiles.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\transform.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\windows.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\unicode.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\version.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\loadrecoil.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\recoil.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\gfx2surface.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\gfx2log.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="..\..\src\tifformat.c">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

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@ -6,6 +6,10 @@
<SDLLibDir>..\..\..\..\SDL-1.2.15\lib\x86</SDLLibDir>
<SDLImageIncDir>..\..\..\..\SDL_image-1.2.12\include</SDLImageIncDir>
<SDLImageLibDir>..\..\..\..\SDL_image-1.2.12\lib\x86</SDLImageLibDir>
<SDL2IncDir>..\..\..\..\SDL2-2.0.9\include</SDL2IncDir>
<SDL2LibDir>..\..\..\..\SDL2-2.0.9\lib\x86</SDL2LibDir>
<SDL2ImageIncDir>..\..\..\..\SDL2_image-2.0.4\include</SDL2ImageIncDir>
<SDL2ImageLibDir>..\..\..\..\SDL2_image-2.0.4\lib\x86</SDL2ImageLibDir>
<LuaIncDir>..\..\..\..\lua\include</LuaIncDir>
<LuaLibDir>..\..\..\..\lua</LuaLibDir>
<PNGIncDir>..\..\..\..\lpng1634</PNGIncDir>

View File

@ -972,8 +972,17 @@ byte Readline_ex_unicode(word x_pos, word y_pos, char * str, word * str_unicode,
Warning("Unicode conversion of input text failed");
unicode_text[0] = 0;
}
#elif defined(WIN32)
// use MultiByteToWideChar(CP_UTF8, ...) under WIN32
// Note : For UTF-8, dwFlags must be set to either 0 or
// MB_ERR_INVALID_CHARS.
i = MultiByteToWideChar(CP_UTF8, 0, Key_Text, -1, (LPWSTR)unicode_text, sizeof(unicode_text)/sizeof(word));
if (i == 0)
{
GFX2_Log(GFX2_ERROR, "MultiByteToWideChar(CP_UTF8, \"%s\", ...) failed with error #%u\n", Key_Text, GetLastError());
unicode_text[0] = 0;
}
#else
/// @todo use MultiByteToWideChar(CP_UTF8, ...) under WIN32
int j;
for (i = 0, j = 0; i < (int)sizeof(Key_Text) && j < (int)sizeof(unicode_text) && Key_Text[i] != '\0'; i++)
{

View File

@ -220,7 +220,7 @@ static void GFX2_UpdateRect(int x, int y, int width, int height)
SDL_LockTexture(Texture_SDL, &source_rect, (void **)(&pixels), &pitch );
for (line = 0; line < source_rect.h; line++)
{
memcpy(pixels + line * pitch, RGBcopy->pixels + source_rect.x * 4 + (source_rect.y+line)* RGBcopy->pitch, source_rect.w * 4 );
memcpy(pixels + line * pitch, (const byte *)RGBcopy->pixels + source_rect.x * 4 + (source_rect.y+line)* RGBcopy->pitch, source_rect.w * 4 );
}
SDL_UnlockTexture(Texture_SDL);
//SDL_RenderCopy(Renderer_SDL, Texture_SDL, &source_rect, &source_rect);