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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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locale.h
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1#ifndef JMESSAGE_LOCALE_H
2#define JMESSAGE_LOCALE_H
3
4
5namespace JMessage {
6
11struct locale {
12 typedef int (*parseCharacter_function)(const char**);
13
14 static bool isLeadByte_ShiftJIS(int c) {
15 return c >= 0x81 && (c <= 0x9F || (c >= 0xE0 && c <= 0xFC));
16 }
17
18 /* 802A9490 */ static int parseCharacter_1Byte(char const**);
19 /* 802A94A8 */ static int parseCharacter_2Byte(char const**);
20 /* 802A9528 */ static int parseCharacter_ShiftJIS(char const**);
21 /* 802A958C */ static int parseCharacter_UTF8(char const**);
22};
23}; // namespace JMessage
24
25#endif /* JMESSAGE_LOCALE_H */
Ordon Goat.
Definition control.h:6
Definition locale.h:11
static int parseCharacter_ShiftJIS(char const **)
Definition locale.cpp:11
static bool isLeadByte_ShiftJIS(int c)
Definition locale.h:14
int(*) parseCharacter_function(const char **)
Definition locale.h:12
static int parseCharacter_1Byte(char const **)
Definition resource.cpp:214
static int parseCharacter_2Byte(char const **)
Definition resource.cpp:223
static int parseCharacter_UTF8(char const **)
Definition locale.cpp:27