Update Unicode overview to 3.0
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@53092 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -19,8 +19,6 @@ characters from languages other than English.
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@li @ref overview_unicode_supportin
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@li @ref overview_unicode_supportout
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@li @ref overview_unicode_settings
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@li @ref overview_unicode_traps
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<hr>
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@@ -33,127 +31,101 @@ shortcomings of the previous, 8 bit standards, by using at least 16 (and
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possibly 32) bits for encoding each character. This allows to have at least
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65536 characters (what is called the BMP, or basic multilingual plane) and
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possible 2^32 of them instead of the usual 256 and is sufficient to encode all
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of the world languages at once. More details about Unicode may be found at
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<http://www.unicode.org/>.
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of the world languages at once. A different approach is to encode all
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strings in UTF8 which does not require the use of wide characters and
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additionally is backwards compatible with 7-bit ASCII. The solution to
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use UTF8 is prefered under Linux and partially OS X.
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As this solution is obviously preferable to the previous ones (think of
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incompatible encodings for the same language, locale chaos and so on), many
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modern operating systems support it. The probably first example is Windows NT
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which uses only Unicode internally since its very first version.
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Writing internationalized programs is much easier with Unicode and, as the
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support for it improves, it should become more and more so. Moreover, in the
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Windows NT/2000 case, even the program which uses only standard ASCII can
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profit from using Unicode because they will work more efficiently - there will
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be no need for the system to convert all strings the program uses to/from
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Unicode each time a system call is made.
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More details about Unicode may be found at <http://www.unicode.org/>.
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Writing internationalized programs is much easier with Unicode Moreover
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even a program which uses only standard ASCII can benefit from using Unicode
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for string representation because there will be no need to convert all
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strings the program uses to/from Unicode each time a system call is made.
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@section overview_unicode_ansi Unicode and ANSI Modes
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As not all platforms supported by wxWidgets support Unicode (fully) yet, in
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many cases it is unwise to write a program which can only work in Unicode
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environment. A better solution is to write programs in such way that they may
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be compiled either in ANSI (traditional) mode or in the Unicode one.
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This can be achieved quite simply by using the means provided by wxWidgets.
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Basically, there are only a few things to watch out for:
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- Character type (@c char or @c wchar_t)
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- Literal strings (i.e. @c "Hello, world!" or @c '*')
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- String functions (@c strlen(), @c strcpy(), ...)
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- Special preprocessor tokens (@c __FILE__, @c __DATE__ and @c __TIME__)
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Let's look at them in order. First of all, each character in an Unicode program
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takes 2 bytes instead of usual one, so another type should be used to store the
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characters (@c char only holds 1 byte usually). This type is called @c wchar_t
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which stands for @e wide-character type.
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Also, the string and character constants should be encoded using wide
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characters (@c wchar_t type) which typically take 2 or 4 bytes instead of
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@c char which only takes one. This is achieved by using the standard C (and
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C++) way: just put the letter @c 'L' after any string constant and it becomes a
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@e long constant, i.e. a wide character one. To make things a bit more
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readable, you are also allowed to prefix the constant with @c 'L' instead of
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putting it after it.
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Of course, the usual standard C functions don't work with @c wchar_t strings,
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so another set of functions exists which do the same thing but accept
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@c wchar_t* instead of @c char*. For example, a function to get the length of a
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wide-character string is called @c wcslen() (compare with @c strlen() - you see
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that the only difference is that the "str" prefix standing for "string" has
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been replaced with "wcs" standing for "wide-character string").
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And finally, the standard preprocessor tokens enumerated above expand to ANSI
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strings but it is more likely that Unicode strings are wanted in the Unicode
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build. wxWidgets provides the macros @c __TFILE__, @c __TDATE__ and
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@c __TTIME__ which behave exactly as the standard ones except that they produce
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ANSI strings in ANSI build and Unicode ones in the Unicode build.
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To summarize, here is a brief example of how a program which can be compiled
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in both ANSI and Unicode modes could look like:
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@code
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#ifdef __UNICODE__
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wchar_t wch = L'*';
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const wchar_t *ws = L"Hello, world!";
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int len = wcslen(ws);
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wprintf(L"Compiled at %s\n", __TDATE__);
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#else // ANSI
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char ch = '*';
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const char *s = "Hello, world!";
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int len = strlen(s);
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printf("Compiled at %s\n", __DATE__);
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#endif // Unicode/ANSI
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@endcode
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Of course, it would be nearly impossibly to write such programs if it had to
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be done this way (try to imagine the number of UNICODE checkes an average
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program would have had!). Luckily, there is another way - see the next section.
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Until wxWidgets 3.0 it was possible to compile the library both in
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ANSI (=8-bit) mode as well as in wide char mode (16-bit per character
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on Windows and 32-but on most Unix versions, Linux and OS X). This
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has been changed in wxWidget with the removal of the ANSI mode.
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@section overview_unicode_supportin Unicode Support in wxWidgets
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In wxWidgets, the code fragment from above should be written instead:
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Since wxWidgets 3.0 Unicode support is always enabled meaning
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that the wxString class always uses Unicode to encode its content.
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Under Windows wxString uses the standard Windows encoding UCS-2
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(basically an array of 16-bit wchar_t). Under Unix and OS X however,
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wxString uses UTF8 to encode its content.
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For the programmer, the biggest change is that iterating over
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a string can be slower than before since wxString has to parse
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the entire string in order to find the n-th character in a
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string, meaning that iterating over a string should no longer
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be done by index but using iterators. Old code will still work
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but might be less efficient.
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Old code like this:
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@code
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wxChar ch = wxT('*');
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wxString s = wxT("Hello, world!");
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wxString s = wxT("hello");
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size_t i;
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for (i = 0; i < s.Len(); i++)
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{
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wxChar ch = s[i];
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// do something with it
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}
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@endcode
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should be replaced (especially in time critical places) with:
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@code
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wxString s = "hello";
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wxString::iterator i;
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for (i = s.begin(); i != s.end(); ++i)
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{
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wxUniChar uni_ch = *i;
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wxChar ch = uni_ch;
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// same as: wxChar ch = *i
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// do something with it
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}
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@endcode
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If you want to replace individual characters in the string you
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need to get a reference to that character:
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@code
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wxString s = "hello";
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wxString::iterator i;
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for (i = s.begin(); i != s.end(); ++i)
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{
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wxUniCharRef ch = *i;
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ch = 'a';
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// same as: *i = 'a';
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}
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@endcode
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which will change the content of the wxString s from "hello" to "aaaaa".
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String literals are translated to Unicode when they are assigned to
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a wxString object so code can be written like this:
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@code
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wxString s = "Hello, world!";
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int len = s.Len();
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@endcode
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What happens here? First of all, you see that there are no more UNICODE checks
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at all. Instead, we define some types and macros which behave differently in
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the Unicode and ANSI builds and allow us to avoid using conditional compilation
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in the program itself.
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We have a @c wxChar type which maps either on @c char or @c wchar_t depending
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on the mode in which program is being compiled. There is no need for a separate
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type for strings though, because the standard wxString supports Unicode, i.e.
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it stores either ANSI or Unicode strings depending on the compile mode.
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Finally, there is a special wxT() macro which should enclose all literal
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strings in the program. As it is easy to see comparing the last fragment with
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the one above, this macro expands to nothing in the (usual) ANSI mode and
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prefixes @c 'L' to its argument in the Unicode mode.
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The important conclusion is that if you use @c wxChar instead of @c char, avoid
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using C style strings and use @c wxString instead and don't forget to enclose
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all string literals inside wxT() macro, your program automatically becomes
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(almost) Unicode compliant!
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Just let us state once again the rules:
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@li Always use wxChar instead of @c char
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@li Always enclose literal string constants in wxT() macro unless they're
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already converted to the right representation (another standard wxWidgets
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macro _() does it, for example, so there is no need for wxT() in this case)
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or you intend to pass the constant directly to an external function which
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doesn't accept wide-character strings.
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@li Use wxString instead of C style strings.
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wxWidgets provides wrappers around most Posix C functions (like printf(..))
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and the syntax has been adapted to support input with wxString, normal
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C-style strings and wchar_t strings:
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@code
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wxString s;
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s.Printf( "%s %s %s", "hello1", L"hello2", wxString("hello3") );
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wxPrintf( "Three times hello %s\n", s );
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@endcode
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@section overview_unicode_supportout Unicode and the Outside World
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@@ -179,29 +151,14 @@ const char* ascii_str = "Some text";
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wxString str(ascii_str, wxConvUTF8);
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@endcode
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This code also compiles fine under a non-Unicode build of wxWidgets, but in
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that case the converter is ignored.
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For more information about converters and Unicode see the @ref overview_mbconv.
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@section overview_unicode_settings Unicode Related Compilation Settings
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You should define @c wxUSE_UNICODE to 1 to compile your program in Unicode
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mode. This currently works for wxMSW, wxGTK, wxMac and wxX11. If you compile
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your program in ANSI mode you can still define @c wxUSE_WCHAR_T to get some
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limited support for @c wchar_t type.
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This will allow your program to perform conversions between Unicode strings and
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ANSI ones (using @ref overview_mbconv "wxMBConv") and construct wxString
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objects from Unicode strings (presumably read from some external file or
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elsewhere).
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@section overview_unicode_traps Traps for the Unwary
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@li Casting c_str() to void* is now char*, not wxChar*
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@li Passing c_str(), mb_str() or wc_str() to variadic functions doesn't work.
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mode. Since wxWidgets 3.0 this is always the case. When compiled in UTF8
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mode @c wxUSE_UNICODE_UTF8 is also defined.
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*/
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