- made the menu's text input handler Unicode capable.

Also make sure that the savegame description remains readable. Unlike in-game text this can be done without double-encoding existing UTF-8.
This commit is contained in:
Christoph Oelckers 2019-02-16 21:29:46 +01:00
commit deb233677e
13 changed files with 111 additions and 30 deletions

View file

@ -185,14 +185,11 @@ void FSavegameManager::ReadSaveStrings()
if (arc.OpenReader((const char *)data, info->LumpSize))
{
int savever = 0;
FString engine;
FString iwad;
FString title;
arc("Save Version", savever);
arc("Engine", engine);
arc("Game WAD", iwad);
arc("Title", title);
FString engine = arc.GetString("Engine");
FString iwad = arc.GetString("Game WAD");
FString title = arc.GetString("Title");
if (engine.Compare(GAMESIG) != 0 || savever > SAVEVER)
{
@ -473,10 +470,10 @@ unsigned FSavegameManager::ExtractSaveData(int index)
FSerializer arc(nullptr);
if (arc.OpenReader((const char *)data, info->LumpSize))
{
FString time, pcomment, comment;
FString comment;
arc("Creation Time", time);
arc("Comment", pcomment);
FString time = arc.GetString("Creation Time");
FString pcomment = arc.GetString("Comment");
comment = time;
if (time.Len() > 0) comment += "\n";