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fix(utilities): win1250_to_utf8 turns the polish letters into utf-8, not into themselves (#252)
utilities.cpp starts with a byte order mark, so the compiler reads it as utf-8. The game's targets don't get /utf-8, though: set_target_properties(... COMPILE_OPTIONS ...) in the MSVC block of CMakeLists.txt replaces the options add_compile_options gave them. So the string literals went into the program in the code page of the system, windows-1250 on a polish one, and the map of win1250_to_utf8 turned each letter into itself. What read windows-1250 through it got no utf-8: the names, descriptions and categories of the sceneries and the names of the textures in the launcher, and the descriptions of the templates in the editor. The editor writes such a description back through utf8_to_win1250, which makes a question mark of each byte that doesn't start a utf-8 sequence, so the letters it had read unchanged didn't come back. The utf-8 sequences are written as bytes now, the way utf8_to_win1250 has them, so they don't depend on the options. The options stay as they are: with /utf-8 other literals of the files with a byte order mark would change, the "±" of the table of Bezogonkow would take two bytes and move the letters after it. The unit tests check the letters and that the text given is valid utf-8. Co-authored-by: maj00r <maj00r@host>
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@@ -317,8 +317,11 @@ void win1250_to_ascii(std::string &Input)
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std::string win1250_to_utf8(const std::string &Input)
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{
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std::unordered_map<char, std::string> const charmap{{165, "Ą"}, {198, "Ć"}, {202, "Ę"}, {163, "Ł"}, {209, "Ń"}, {211, "Ó"}, {140, "Ś"}, {143, "Ź"}, {175, "Ż"},
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{185, "ą"}, {230, "ć"}, {234, "ę"}, {179, "ł"}, {241, "ń"}, {243, "ó"}, {156, "ś"}, {159, "ź"}, {191, "ż"}};
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// the utf-8 sequences written as bytes: the file has a byte order mark and the build doesn't give the compiler /utf-8, so letters
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// written as letters would end up in the program in windows-1250, the same as the input
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static std::unordered_map<char, std::string> const charmap{{'\xA5', "\xC4\x84"}, {'\xC6', "\xC4\x86"}, {'\xCA', "\xC4\x98"}, {'\xA3', "\xC5\x81"}, {'\xD1', "\xC5\x83"}, {'\xD3', "\xC3\x93"},
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{'\x8C', "\xC5\x9A"}, {'\x8F', "\xC5\xB9"}, {'\xAF', "\xC5\xBB"}, {'\xB9', "\xC4\x85"}, {'\xE6', "\xC4\x87"}, {'\xEA', "\xC4\x99"},
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{'\xB3', "\xC5\x82"}, {'\xF1', "\xC5\x84"}, {'\xF3', "\xC3\xB3"}, {'\x9C', "\xC5\x9B"}, {'\x9F', "\xC5\xBA"}, {'\xBF', "\xC5\xBC"}};
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std::string output;
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std::unordered_map<char, std::string>::const_iterator lookup;
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for (auto &input : Input)
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