2f365fcbd5
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@57204 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
405 lines
20 KiB
C++
405 lines
20 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: unicode.h
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// Purpose: topic overview
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@page overview_unicode Unicode Support in wxWidgets
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This section describes how does wxWidgets support Unicode and how can it affect
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your programs.
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Notice that Unicode support has changed radically in wxWidgets 3.0 and a lot of
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existing material pertaining to the previous versions of the library is not
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correct any more. Please see @ref overview_changes_unicode for the details of
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these changes.
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You can skip the first two sections if you're already familiar with Unicode and
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wish to jump directly in the details of its support in the library:
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@li @ref overview_unicode_what
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@li @ref overview_unicode_encodings
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@li @ref overview_unicode_supportin
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@li @ref overview_unicode_pitfalls
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@li @ref overview_unicode_supportout
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@li @ref overview_unicode_settings
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<hr>
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@section overview_unicode_what What is Unicode?
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Unicode is a standard for character encoding which addresses the shortcomings
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of the previous standards (e.g. the ASCII standard), by using 8, 16 or 32 bits
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for encoding each character.
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This allows enough code points (see below for the definition) sufficient to
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encode all of the world languages at once.
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More details about Unicode may be found at http://www.unicode.org/.
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From a practical point of view, using Unicode is almost a requirement when
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writing applications for international audience. Moreover, any application
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reading files which it didn't produce or receiving data from the network from
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other services should be ready to deal with Unicode.
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@section overview_unicode_encodings Unicode Representations and Terminology
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When working with Unicode, it's important to define the meaning of some terms.
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A <b><em>glyph</em></b> is a particular image (usually part of a font) that
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represents a character or part of a character.
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Any character may have one or more glyph associated; e.g. some of the possible
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glyphs for the capital letter 'A' are:
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@image html overview_unicode_glyphs.png
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Unicode assigns each character of almost any existing alphabet/script a number,
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which is called <b><em>code point</em></b>; it's typically indicated in documentation
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manuals and in the Unicode website as @c U+xxxx where @c xxxx is an hexadecimal number.
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Note that typically one character is assigned exactly one code point, but there
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are exceptions; the so-called <em>precomposed characters</em>
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(see http://en.wikipedia.org/wiki/Precomposed_character) or the <em>ligatures</em>.
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In these cases a single "character" may be mapped to more than one code point or
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viceversa more characters may be mapped to a single code point.
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The Unicode standard divides the space of all possible code points in <b><em>planes</em></b>;
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a plane is a range of 65,536 (1000016) contiguous Unicode code points.
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Planes are numbered from 0 to 16, where the first one is the @e BMP, or Basic
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Multilingual Plane.
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The BMP contains characters for all modern languages, and a large number of
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special characters. The other planes in fact contain mainly historic scripts,
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special-purpose characters or are unused.
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Code points are represented in computer memory as a sequence of one or more
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<b><em>code units</em></b>, where a code unit is a unit of memory: 8, 16, or 32 bits.
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More precisely, a code unit is the minimal bit combination that can represent a
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unit of encoded text for processing or interchange.
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The <b><em>UTF</em></b> or Unicode Transformation Formats are algorithms mapping the Unicode
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code points to code unit sequences. The simplest of them is <b>UTF-32</b> where
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each code unit is composed by 32 bits (4 bytes) and each code point is always
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represented by a single code unit (fixed length encoding).
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(Note that even UTF-32 is still not completely trivial as the mapping is different
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for little and big-endian architectures). UTF-32 is commonly used under Unix systems for
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internal representation of Unicode strings.
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Another very widespread standard is <b>UTF-16</b> which is used by Microsoft Windows:
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it encodes the first (approximately) 64 thousands of Unicode code points
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(the BMP plane) using 16-bit code units (2 bytes) and uses a pair of 16-bit code
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units to encode the characters beyond this. These pairs are called @e surrogate.
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Thus UTF16 uses a variable number of code units to encode each code point.
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Finally, the most widespread encoding used for the external Unicode storage
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(e.g. files and network protocols) is <b>UTF-8</b> which is byte-oriented and so
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avoids the endianness ambiguities of UTF-16 and UTF-32.
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UTF-8 uses code units of 8 bits (1 byte); code points beyond the usual english
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alphabet are represented using a variable number of bytes, which makes it less
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efficient than UTF-32 for internal representation.
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As visual aid to understand the differences between the various concepts described
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so far, look at the different UTF representations of the same code point:
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@image html overview_unicode_codes.png
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In this particular case UTF8 requires more space than UTF16 (3 bytes instead of 2).
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Note that from the C/C++ programmer perspective the situation is further complicated
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by the fact that the standard type @c wchar_t which is usually used to represent the
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Unicode ("wide") strings in C/C++ doesn't have the same size on all platforms.
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It is 4 bytes under Unix systems, corresponding to the tradition of using
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UTF-32, but only 2 bytes under Windows which is required by compatibility with
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the OS which uses UTF-16.
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Typically when UTF8 is used, code units are stored into @c char types, since
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@c char are 8bit wide on almost all systems; when using UTF16 typically code
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units are stored into @c wchar_t types since @c wchar_t is at least 16bits on
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all systems. This is also the approach used by wxString.
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See @ref overview_string for more info.
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See also http://unicode.org/glossary/ for the official definitions of the
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terms reported above.
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@section overview_unicode_supportin Unicode Support in wxWidgets
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Since wxWidgets 3.0 Unicode support is always enabled and building the library
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without it is not recommended any longer and will cease to be supported in the
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near future. This means that internally only Unicode strings are used and that,
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under Microsoft Windows, Unicode system API is used which means that wxWidgets
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programs require the Microsoft Layer for Unicode to run on Windows 95/98/ME.
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However, unlike the Unicode build mode of the previous versions of wxWidgets, this
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support is mostly transparent: you can still continue to work with the @b narrow
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(i.e. current locale-encoded @c char*) strings even if @b wide
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(i.e. UTF16-encoded @c wchar_t* or UTF8-encoded @c char*) strings are also
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supported. Any wxWidgets function accepts arguments of either type as both
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kinds of strings are implicitly converted to wxString, so both
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@code
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wxMessageBox("Hello, world!");
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@endcode
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and the somewhat less usual
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@code
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wxMessageBox(L"Salut \u00E0 toi!"); // U+00E0 is "Latin Small Letter a with Grave"
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@endcode
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work as expected.
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Notice that the narrow strings used with wxWidgets are @e always assumed to be
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in the current locale encoding, so writing
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@code
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wxMessageBox("Salut à toi!");
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@endcode
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wouldn't work if the encoding used on the user system is incompatible with
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ISO-8859-1 (or even if the sources were compiled under different locale
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in the case of gcc). In particular, the most common encoding used under
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modern Unix systems is UTF-8 and as the string above is not a valid UTF-8 byte
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sequence, nothing would be displayed at all in this case. Thus it is important
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to <b>never use 8-bit (instead of 7-bit) characters directly in the program source</b>
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but use wide strings or, alternatively, write:
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@code
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wxMessageBox(wxString::FromUTF8("Salut \xC3\xA0 toi!"));
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// in UTF8 the character U+00E0 is encoded as 0xC3A0
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@endcode
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In a similar way, wxString provides access to its contents as either @c wchar_t or
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@c char character buffer. Of course, the latter only works if the string contains
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data representable in the current locale encoding. This will always be the case
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if the string had been initially constructed from a narrow string or if it
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contains only 7-bit ASCII data but otherwise this conversion is not guaranteed
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to succeed. And as with wxString::FromUTF8() example above, you can always use
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wxString::ToUTF8() to retrieve the string contents in UTF-8 encoding -- this,
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unlike converting to @c char* using the current locale, never fails.
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For more info about how wxString works, please see the @ref overview_string.
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To summarize, Unicode support in wxWidgets is mostly @b transparent for the
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application and if you use wxString objects for storing all the character data
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in your program there is really nothing special to do. However you should be
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aware of the potential problems covered by the following section.
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@section overview_unicode_pitfalls Potential Unicode Pitfalls
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The problems can be separated into three broad classes:
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@subsection overview_unicode_compilation_errors Unicode-Related Compilation Errors
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Because of the need to support implicit conversions to both @c char and
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@c wchar_t, wxString implementation is rather involved and many of its operators
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don't return the types which they could be naively expected to return.
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For example, the @c operator[] doesn't return neither a @c char nor a @c wchar_t
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but an object of a helper class wxUniChar or wxUniCharRef which is implicitly
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convertible to either. Usually you don't need to worry about this as the
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conversions do their work behind the scenes however in some cases it doesn't
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work. Here are some examples, using a wxString object @c s and some integer @c
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n:
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- Writing @code switch ( s[n] ) @endcode doesn't work because the argument of
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the switch statement must an integer expression so you need to replace
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@c s[n] with @code s[n].GetValue() @endcode. You may also force the
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conversion to @c char or @c wchar_t by using an explicit cast but beware that
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converting the value to char uses the conversion to current locale and may
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return 0 if it fails. Finally notice that writing @code (wxChar)s[n] @endcode
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works both with wxWidgets 3.0 and previous library versions and so should be
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used for writing code which should be compatible with both 2.8 and 3.0.
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- Similarly, @code &s[n] @endcode doesn't yield a pointer to char so you may
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not pass it to functions expecting @c char* or @c wchar_t*. Consider using
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string iterators instead if possible or replace this expression with
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@code s.c_str() + n @endcode otherwise.
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Another class of problems is related to the fact that the value returned by
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@c c_str() itself is also not just a pointer to a buffer but a value of helper
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class wxCStrData which is implicitly convertible to both narrow and wide
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strings. Again, this mostly will be unnoticeable but can result in some
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problems:
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- You shouldn't pass @c c_str() result to vararg functions such as standard
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@c printf(). Some compilers (notably g++) warn about this but even if they
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don't, this @code printf("Hello, %s", s.c_str()) @endcode is not going to
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work. It can be corrected in one of the following ways:
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- Preferred: @code wxPrintf("Hello, %s", s) @endcode (notice the absence
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of @c c_str(), it is not needed at all with wxWidgets functions)
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- Compatible with wxWidgets 2.8: @code wxPrintf("Hello, %s", s.c_str()) @endcode
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- Using an explicit conversion to narrow, multibyte, string:
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@code printf("Hello, %s", (const char *)s.mb_str()) @endcode
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- Using a cast to force the issue (listed only for completeness):
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@code printf("Hello, %s", (const char *)s.c_str()) @endcode
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- The result of @c c_str() can not be cast to @c char* but only to @c const @c
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@c char*. Of course, modifying the string via the pointer returned by this
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method has never been possible but unfortunately it was occasionally useful
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to use a @c const_cast here to pass the value to const-incorrect functions.
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This can be done either using new wxString::char_str() (and matching
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wchar_str()) method or by writing a double cast:
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@code (char *)(const char *)s.c_str() @endcode
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- One of the unfortunate consequences of the possibility to pass wxString to
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@c wxPrintf() without using @c c_str() is that it is now impossible to pass
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the elements of unnamed enumerations to @c wxPrintf() and other similar
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vararg functions, i.e.
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@code
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enum { Red, Green, Blue };
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wxPrintf("Red is %d", Red);
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@endcode
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doesn't compile. The easiest workaround is to give a name to the enum.
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Other unexpected compilation errors may arise but they should happen even more
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rarely than the above-mentioned ones and the solution should usually be quite
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simple: just use the explicit methods of wxUniChar and wxCStrData classes
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instead of relying on their implicit conversions if the compiler can't choose
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among them.
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@subsection overview_unicode_data_loss Data Loss due To Unicode Conversion Errors
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wxString API provides implicit conversion of the internal Unicode string
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contents to narrow, char strings. This can be very convenient and is absolutely
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necessary for backwards compatibility with the existing code using wxWidgets
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however it is a rather dangerous operation as it can easily give unexpected
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results if the string contents isn't convertible to the current locale.
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To be precise, the conversion will always succeed if the string was created
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from a narrow string initially. It will also succeed if the current encoding is
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UTF-8 as all Unicode strings are representable in this encoding. However
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initializing the string using wxString::FromUTF8() method and then accessing it
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as a char string via its wxString::c_str() method is a recipe for disaster as the
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program may work perfectly well during testing on Unix systems using UTF-8 locale
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but completely fail under Windows where UTF-8 locales are never used because
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wxString::c_str() would return an empty string.
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The simplest way to ensure that this doesn't happen is to avoid conversions to
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@c char* completely by using wxString throughout your program. However if the
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program never manipulates 8 bit strings internally, using @c char* pointers is
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safe as well. So the existing code needs to be reviewed when upgrading to
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wxWidgets 3.0 and the new code should be used with this in mind and ideally
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avoiding implicit conversions to @c char*.
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@subsection overview_unicode_performance Unicode Performance Implications
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Under Unix systems wxString class uses variable-width UTF-8 encoding for
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internal representation and this implies that it can't guarantee constant-time
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access to N-th element of the string any longer as to find the position of this
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character in the string we have to examine all the preceding ones. Usually this
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doesn't matter much because most algorithms used on the strings examine them
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sequentially anyhow and because wxString implements a cache for iterating over
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the string by index but it can have serious consequences for algorithms
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using random access to string elements as they typically acquire O(N^2) time
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complexity instead of O(N) where N is the length of the string.
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Even despite caching the index, indexed access should be replaced with
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sequential access using string iterators. For example a typical loop:
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@code
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wxString s("hello");
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for ( size_t i = 0; i < s.length(); i++ )
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{
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wchar_t 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 rewritten as
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@code
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wxString s("hello");
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for ( wxString::const_iterator i = s.begin(); i != s.end(); ++i )
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{
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wchar_t ch = *i
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// do something with it
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}
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@endcode
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Another, similar, alternative is to use pointer arithmetic:
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@code
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wxString s("hello");
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for ( const wchar_t *p = s.wc_str(); *p; p++ )
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{
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wchar_t ch = *i
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// do something with it
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}
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@endcode
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however this doesn't work correctly for strings with embedded @c NUL characters
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and the use of iterators is generally preferred as they provide some run-time
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checks (at least in debug build) unlike the raw pointers. But if you do use
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them, it is better to use @c wchar_t pointers rather than @c char ones to avoid the
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data loss problems due to conversion as discussed in the previous section.
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@section overview_unicode_supportout Unicode and the Outside World
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Even though wxWidgets always uses Unicode internally, not all the other
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libraries and programs do and even those that do use Unicode may use a
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different encoding of it. So you need to be able to convert the data to various
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representations and the wxString methods wxString::ToAscii(), wxString::ToUTF8()
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(or its synonym wxString::utf8_str()), wxString::mb_str(), wxString::c_str() and
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wxString::wc_str() can be used for this.
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The first of them should be only used for the string containing 7-bit ASCII characters
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only, anything else will be replaced by some substitution character.
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wxString::mb_str() converts the string to the encoding used by the current locale
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and so can return an empty string if the string contains characters not representable in
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it as explained in @ref overview_unicode_data_loss. The same applies to wxString::c_str()
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if its result is used as a narrow string. Finally, wxString::ToUTF8() and wxString::wc_str()
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functions never fail and always return a pointer to char string containing the
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UTF-8 representation of the string or @c wchar_t string.
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wxString also provides two convenience functions: wxString::From8BitData() and
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wxString::To8BitData(). They can be used to create a wxString from arbitrary binary
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data without supposing that it is in current locale encoding, and then get it back,
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again, without any conversion or, rather, undoing the conversion used by
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wxString::From8BitData(). Because of this you should only use wxString::From8BitData()
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for the strings created using wxString::To8BitData(). Also notice that in spite
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of the availability of these functions, wxString is not the ideal class for storing
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arbitrary binary data as they can take up to 4 times more space than needed
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(when using @c wchar_t internal representation on the systems where size of
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wide characters is 4 bytes) and you should consider using wxMemoryBuffer
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instead.
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Final word of caution: most of these functions may return either directly the
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pointer to internal string buffer or a temporary wxCharBuffer or wxWCharBuffer
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object. Such objects are implicitly convertible to @c char and @c wchar_t pointers,
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respectively, and so the result of, for example, wxString::ToUTF8() can always be
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passed directly to a function taking <tt>const char*</tt>. However code such as
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@code
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const char *p = s.ToUTF8();
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...
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puts(p); // or call any other function taking const char *
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@endcode
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does @b not work because the temporary buffer returned by wxString::ToUTF8() is
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destroyed and @c p is left pointing nowhere. To correct this you may use
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@code
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wxCharBuffer p(s.ToUTF8());
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puts(p);
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@endcode
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which does work but results in an unnecessary copy of string data in the build
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configurations when wxString::ToUTF8() returns the pointer to internal string buffer.
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If this inefficiency is important you may write
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@code
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const wxUTF8Buf p(s.ToUTF8());
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puts(p);
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@endcode
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where @c wxUTF8Buf is the type corresponding to the real return type of wxString::ToUTF8().
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Similarly, wxWX2WCbuf can be used for the return type of wxString::wc_str().
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But, once again, none of these cryptic types is really needed if you just pass
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the return value of any of the functions mentioned in this section to another
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function directly.
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@section overview_unicode_settings Unicode Related Compilation Settings
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@c wxUSE_UNICODE is now defined as @c 1 by default to indicate Unicode support.
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If UTF-8 is used for the internal storage in wxString, @c wxUSE_UNICODE_UTF8 is
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also defined, otherwise @c wxUSE_UNICODE_WCHAR is.
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You are encouraged to always use the default build settings of wxWidgets; this avoids
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the need of different builds of the same application/library because of different
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"build modes".
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*/
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