The functions with "UTF" in the name use "modified UTF-8" rather
than the standard UTF-8 which Dolphin uses, at least according
to Oracle's documentation, so it is incorrect for us to use them.
This change fixes the problem by converting between UTF-8 and
UTF-16 manually instead of letting JNI do it for us.
This function does *not* always convert from UTF-16. It converts
from UTF-16 on Windows and UTF-32 on other operating systems.
Also renaming UTF8ToUTF16 for consistency, even though it
technically doesn't have the same problem since it only was
implemented on Windows.
Without included header build fails on gcc-10 as:
```
[ 13%] Building CXX object Source/Core/AudioCommon/CMakeFiles/audiocommon.dir/CubebUtils.cpp.o
In file included from ../../../../Source/Core/AudioCommon/CubebUtils.cpp:13:
../../../../Source/Core/Common/StringUtil.h: In function 'bool TryParse(const string&, T*)':
../../../../Source/Core/Common/StringUtil.h:84:20: error: 'numeric_limits' is not a member of 'std'
84 | if (value < std::numeric_limits<LimitsType>::min() ||
| ^~~~~~~~~~~~~~
```
Signed-off-by: Sergei Trofimovich <slyfox@gentoo.org>
Add a function that safely returns whether a character is printable
i.e. whether 0x20 <= c <= 0x7e is true.
This is done in several places in our codebase and it's easy to run
into undefined behaviour if the C version defined in <cctype>
is used instead of this one, since its behaviour is undefined
if the character is not representable as an unsigned char.
This fixes MemoryViewWidget.
Makes the enum values strongly-typed and prevents the identifiers from
polluting the PowerPC namespace. This also cleans up the parameters of
some functions where we were accepting an ambiguous int type and
expecting the correct values to be passed in.
Now those parameters accept a PowerPC::CPUCore type only, making it
immediately obvious which values should be passed in. It also turns out
we were storing these core types into other structures as plain ints,
which have also been corrected.
As this type is used directly with the configuration code, we need to
provide our own overloaded insertion (<<) and extraction (>>) operators
in order to make it compatible with it. These are fairly trivial to
implement, so there's no issue here.
A minor adjustment to TryParse() was required, as our generic function
was doing the following:
N tmp = 0;
which is problematic, as custom types may not be able to have that
assignment performed (e.g. strongly-typed enums), so we change this to:
N tmp;
which is sufficient, as the value is attempted to be initialized
immediately under that statement.
Some locales use non-breaking spaces as separators, so getting the
encoding right is important. If DolphinWX gets a string that isn't
valid UTF-8, it flat out won't display the string.
Prevents path traversal without needing an absolute path
function, and also improves accuracy (character sequences
like ../ appear to have no special meaning in IOS).
This removes the creation and usage of /sys/replace,
because the new escapes are too complicated to all
be representable in its format and because no other
NAND handling software seems to use /sys/replace.
Won't work with all games, but provides a nice way to spend extra CPU to make
a variable framerate game faster (e.g. Spyro or The Last Story), or to make
a game use less CPU at the cost of a lower framerate (e.g. Rogue Leader).