Support for Japanese character in savegame
This commit is contained in:
parent
cb1ae08394
commit
6e3f7118a9
3 changed files with 48 additions and 7 deletions
|
@ -17,6 +17,8 @@
|
|||
*****************************************************************************/
|
||||
|
||||
#include "SavegameData.h"
|
||||
#include <QTextCodec>
|
||||
#include <QDebug>
|
||||
#include <QFile>
|
||||
|
||||
SavegameData::SavegameData(QString fileName, QObject *parent) : QObject(parent), savegameFileName(fileName)
|
||||
|
@ -62,7 +64,6 @@ bool SavegameData::readingSavegame()
|
|||
savegameOk = true;
|
||||
}
|
||||
}
|
||||
|
||||
saveFile->close();
|
||||
saveFile->deleteLater();
|
||||
delete saveFile;
|
||||
|
@ -71,10 +72,43 @@ bool SavegameData::readingSavegame()
|
|||
|
||||
QString SavegameData::getSavegameDataString(QByteArray savegameHeader)
|
||||
{
|
||||
QByteArray savegameUsefulBytes = savegameHeader.left(savegameHeaderLength);
|
||||
savegameUsefulBytes.replace(QByteArray::fromHex("00"),"");
|
||||
savegameUsefulBytes.replace(QByteArray::fromHex("01"),"");
|
||||
return QString::fromLatin1(savegameUsefulBytes);
|
||||
QString savegameTitle;
|
||||
QByteArray savegameBytes = savegameHeader.left(savegameHeaderLength);
|
||||
QList<QByteArray> savegameBytesList = savegameBytes.split(char(0x01));
|
||||
savegameBytes = savegameBytesList.at(1);
|
||||
|
||||
int savegameLength = savegameBytes.length();
|
||||
int parsedBytes = 0;
|
||||
|
||||
while (parsedBytes <= savegameLength)
|
||||
{
|
||||
QList<QByteArray> parseByteList;
|
||||
parseByteList.append(savegameBytes.mid(parsedBytes-1, 1));
|
||||
parseByteList.append(savegameBytes.mid(parsedBytes-2, 1));
|
||||
if (parseByteList.at(0).toHex() == "00")
|
||||
{
|
||||
// Latin character
|
||||
savegameTitle.append(QString::fromLatin1(parseByteList.at(1)));
|
||||
}
|
||||
else if (parseByteList.at(0).toHex() == "30")
|
||||
{
|
||||
// Japanese character
|
||||
QByteArray japaneseHex;
|
||||
japaneseHex.append(QByteArray::fromHex("A5"));
|
||||
japaneseHex.append(parseByteList.at(1));
|
||||
savegameTitle.append(QTextCodec::codecForName("EUC-JP")->toUnicode(japaneseHex));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unsupported
|
||||
}
|
||||
parsedBytes = parsedBytes + 2;
|
||||
parseByteList.clear();
|
||||
}
|
||||
|
||||
savegameBytesList.clear();
|
||||
savegameBytes.clear();
|
||||
return savegameTitle;
|
||||
}
|
||||
|
||||
bool SavegameData::readingSavegameFromFile(QString fileName)
|
||||
|
|
|
@ -190,7 +190,7 @@ QString SnapmaticPicture::getSnapmaticJSONString(QByteArray jsonBytes)
|
|||
QByteArray jsonUsefulBytes = jsonBytes;
|
||||
jsonUsefulBytes.replace((char)0x00, "");
|
||||
jsonUsefulBytes.replace((char)0x0c, "");
|
||||
return QString::fromLatin1(jsonUsefulBytes);
|
||||
return QString::fromUtf8(jsonUsefulBytes);
|
||||
}
|
||||
|
||||
QString SnapmaticPicture::getSnapmaticTIDEString(QByteArray tideBytes)
|
||||
|
@ -198,7 +198,7 @@ QString SnapmaticPicture::getSnapmaticTIDEString(QByteArray tideBytes)
|
|||
QByteArray tideUsefulBytes = tideBytes;
|
||||
tideUsefulBytes.remove(0, 4);
|
||||
QList<QByteArray> tideUsefulBytesList = tideUsefulBytes.split(char(0x00));
|
||||
return QString::fromLatin1(tideUsefulBytesList.at(0));
|
||||
return QString::fromUtf8(tideUsefulBytesList.at(0));
|
||||
}
|
||||
|
||||
bool SnapmaticPicture::readingPictureFromFile(QString fileName)
|
||||
|
|
|
@ -65,6 +65,13 @@
|
|||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QPushButton" name="cmdCopy">
|
||||
<property name="text">
|
||||
<string>Copy</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QPushButton" name="cmdDelete">
|
||||
<property name="text">
|
||||
|
|
Loading…
Reference in a new issue