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@@ -149,8 +149,11 @@
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*
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* String policy for PhysicsFS 2.0 and later:
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*
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- * PhysicsFS 1.0 deals with null-terminated ASCII strings. All high ASCII
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- * chars resulted in undefined behaviour, and there was no Unicode support.
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+ * PhysicsFS 1.0 could only deal with null-terminated ASCII strings. All high
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+ * ASCII chars resulted in undefined behaviour, and there was no Unicode
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+ * support at all. PhysicsFS 2.0 supports Unicode without breaking binary
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+ * compatibility with the 1.0 API by using UTF-8 encoding of all strings
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+ * passed in and out of the library.
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*
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* All strings passed through PhysicsFS are in null-terminated UTF-8 format.
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* This means that if all you care about is English (ASCII characters <= 127)
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@@ -178,6 +181,22 @@
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* PhysicsFS offers basic encoding conversion support, but not a whole string
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* library. Get your stuff into whatever format you can work with.
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*
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+ * Some platforms and archivers don't offer full Unicode support behind the
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+ * scenes. For example, OS/2 only offers "codepages" and the filesystem
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+ * itself doesn't support multibyte encodings. We make an earnest effort to
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+ * convert to/from the current locale here, but all bets are off if
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+ * you want to hand an arbitrary Japanese character through to these systems.
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+ * Modern OSes (Mac OS X, Linux, Windows, PocketPC, etc) should all be fine.
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+ * Many game-specific archivers are seriously unprepared for Unicode (the
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+ * Descent HOG/MVL and Build Engine GRP archivers, for example, only offer a
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+ * DOS 8.3 filename, for example). Nothing can be done for these, but they
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+ * tend to be legacy formats for existing content that was all ASCII (and
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+ * thus, valid UTF-8) anyhow. Other formats, like .ZIP, don't explicitly
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+ * offer Unicode support, but unofficially expect filenames to be UTF-8
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+ * encoded, and thus Just Work. Most everything does the right thing without
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+ * bothering you, but it's good to be aware of these nuances in case they
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+ * don't.
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+ *
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*
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* Other stuff:
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*
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