Unicode handling:

Removed the Perl dependencies on Encode, Encode::Locale and Unicode::Normalize.
Added dependency on boost::locale.
Added encode_path, decode_path, normalize_utf8 functions to Slic3r.xs

Slic3r.xs has been made mostly utf8 safe by using the boost::nowide library,
thanks to @alexrj for the idea.

Simplified the encode_path / decode_path stuff:
wxWidgets are unicode already, so there is no need to decode_path() from it.
Perl / win32 interfacing is non-unicode, so decode_path() is executed
on ARGV just at the beginning of the perl scripts.
This commit is contained in:
bubnikv 2017-08-03 17:31:31 +02:00
parent 31085fb1d7
commit 1385018724
33 changed files with 236 additions and 186 deletions

View file

@ -2,6 +2,8 @@
#include <string.h>
#include <boost/nowide/convert.hpp>
#include <wx/string.h>
#include <wx/wfstream.h>
#include <wx/zipstrm.h>
@ -119,7 +121,14 @@ bool load_prus(const char *path, Model *model)
{
// To receive the content of the zipped 'scene.xml' file.
std::vector<char> scene_xml_data;
wxFFileInputStream in(path);
wxFFileInputStream in(
#ifdef WIN32
// On Windows, convert to a 16bit unicode string.
boost::nowide::widen(path).c_str()
#else
path
#endif
);
wxZipInputStream zip(in);
std::unique_ptr<wxZipEntry> entry;
size_t num_models = 0;