Change wxString(<string>, wxConvUTF8) method of creating unicode from filenames to wxSafeConvertMB2WX()

(Just applied to FrameTools.cpp for now)
Allows one to properly restart Pokémon by hitting play :P

Ignore non-ASCII strings passed to DisplayMessage(). These strings would end up going to renderer display and statusbar/titlebar, which can't handle them properly.
This commit is contained in:
Shawn Hoffman
2012-03-19 10:37:15 -07:00
parent 4a1e8ba30a
commit ff6023df27
2 changed files with 15 additions and 6 deletions

View File

@ -632,12 +632,12 @@ void CFrame::BootGame(const std::string& filename)
bootfile = m_GameListCtrl->GetSelectedISO()->GetFileName();
}
else if (!StartUp.m_strDefaultGCM.empty()
&& wxFileExists(wxString(StartUp.m_strDefaultGCM.c_str(), wxConvUTF8)))
&& wxFileExists(wxSafeConvertMB2WX(StartUp.m_strDefaultGCM.c_str())))
bootfile = StartUp.m_strDefaultGCM;
else
{
if (!SConfig::GetInstance().m_LastFilename.empty()
&& wxFileExists(wxString(SConfig::GetInstance().m_LastFilename.c_str(), wxConvUTF8)))
&& wxFileExists(wxSafeConvertMB2WX(SConfig::GetInstance().m_LastFilename.c_str())))
bootfile = SConfig::GetInstance().m_LastFilename;
else
{
@ -1646,7 +1646,7 @@ void CFrame::UpdateGUI()
}
// Prepare to load last selected file, enable play button
else if (!SConfig::GetInstance().m_LastFilename.empty()
&& wxFileExists(wxString(SConfig::GetInstance().m_LastFilename.c_str(), wxConvUTF8)))
&& wxFileExists(wxSafeConvertMB2WX(SConfig::GetInstance().m_LastFilename.c_str())))
{
if (m_ToolBar)
m_ToolBar->EnableTool(IDM_PLAY, true);