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Initial fixes to build on macOS.
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parent
bccb8f8b72
commit
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4 changed files with 11 additions and 6 deletions
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@ -671,9 +671,9 @@ std::string UTF16BEToUTF8(const char16_t* str, size_t max_size)
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return CodeToUTF8("UTF-16BE", std::u16string_view(str, static_cast<size_t>(str_end - str)));
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}
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std::u32string UTF8ToUTF32(const std::string_view input)
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std::u32string UTF8ToUTF32(const std::string& input)
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{
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auto val = CodeTo("UTF-32LE", "UTF-8", input);
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auto val = CodeTo("UTF-32LE", "UTF-8", std::string_view(input));
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auto utf32Data = (char32_t*)val.data();
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return std::u32string(utf32Data, utf32Data + (val.size() / 4));
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}
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@ -682,7 +682,7 @@ std::string UTF32toUTF8(const std::u32string& input)
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{
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auto utf8Data = (char*)input.data();
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auto str = std::string(utf8Data, utf8Data + (input.size() * 4));
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return CodeTo("UTF-8", "UTF-32LE", str);
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return CodeTo("UTF-8", "UTF-32LE", std::string_view(str));
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}
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#endif
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@ -171,7 +171,7 @@ void StringPopBackIf(std::string* s, char c);
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#ifdef _WIN32
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std::u32string UTF8ToUTF32(const std::string& input);
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#else
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std::u32string UTF8ToUTF32(const std::string_view input);
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std::u32string UTF8ToUTF32(const std::string& input);
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#endif
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std::string UTF32toUTF8(const std::u32string& input);
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std::string ConvertStringForGame(const std::string& input, int length);
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@ -1,3 +1,5 @@
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#include <memory>
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#include "SlippiPad.h"
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// TODO: Confirm the default and padding values are right
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@ -298,14 +298,17 @@ void SetUserDirectory(const std::string& custom_path)
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std::string home_path = std::string(home) + DIR_SEP;
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#if defined(__APPLE__) || defined(ANDROID)
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if (env_path)
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// Mainline Dolphin switched to storing things elsewhere some time ago.
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// To get it working for now, let's just use the Slippi route.
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/*if (env_path)
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{
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user_path = env_path;
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}
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else
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{
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user_path = home_path + DOLPHIN_DATA_DIR DIR_SEP;
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}
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}*/
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user_path = File::GetBundleDirectory() + "/Contents/Resources/User" DIR_SEP;
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#else
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// We are on a non-Apple and non-Android POSIX system, there are 4 cases:
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// 1. GetExeDirectory()/portable.txt exists
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