Outlined TODOs for Unicode support.
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TODO
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TODO
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@ -3,6 +3,33 @@ Stuff that needs to be done and wishlist:
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These are in no particular order.
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Some might be dupes, some might be done already.
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UNICODE:
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- BeOS: uses UTF-8 internally in the OS, so that's already done.
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- PocketPC: uses UCS-2 internally in the OS, and we're currently converting to
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and from ASCII. Need to change this out.
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- Windows: Can use Unicode, but might only allow "codepages" ... Use
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GetProcAddress() to find Unicode entry points on WinNT-based
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systems, otherwise try to use a sane codepage.
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- Mac Classic: apparently supports _something_, but I might just write it off
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as a loss.
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- OS/2: Codepages. No full Unicode in the filesystem, but we can probably make
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a conversion effort.
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- Linux: uses UTF-8 internally, so that's already done.
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- Mac OS X: uses UTF-8 in the Unix layer, and is smart enough to convert
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internally when needed.
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- DIR: just pass UTF-8 strings through to platform layer.
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- GRP: No Unicode (only 12 bytes for filename, 8.3 format). Legacy format.
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- HOG: No Unicode (only 12 bytes for filename, 8.3 format). Legacy format.
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- LZMA: Uses UTF-8 internally, so we're good to go.
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- MIX: only stores filename HASHES...this driver is going away.
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- MVL: No Unicode (only 12 bytes for filename, 8.3 format). Legacy format.
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- QPAK: Only has 56 bytes for a path, but we can just treat these as
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UTF-8 and be done with it.
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- WAD: No Unicode (only 8 bytes for filename). Legacy format.
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- ZIP: Uses UTF-8 internally, so it's good to go.
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Stuff:
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- Rename win32.c to windows.c ... it should work on Win64.
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- Other archivers: perhaps tar(.gz|.bz2), RPM, ARJ, etc. These are less
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important, since streaming archives aren't of much value to games (which
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is why zipfiles are king: random access), but it could have uses for, say,
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