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#include <dolphin/dolphin.h>
5
6namespace JMessage {
7
12struct locale {
13 typedef int (*parseCharacter_function)(const char**);
14
15 static bool isLeadByte_ShiftJIS(int c) {
16 return c >= 0x81 && (c <= 0x9F || (c >= 0xE0 && c <= 0xFC));
17 }
18
19 static int parseCharacter_1Byte(const char** ppszText);
20 static int parseCharacter_2Byte(const char** ppszText);
21 static int parseCharacter_ShiftJIS(const char** ppszText);
22 static int parseCharacter_UTF8(const char** ppszText);
23};
24}; // namespace JMessage
25
26#endif /* JMESSAGE_LOCALE_H */
Ordon Goat.
Definition control.h:6
Definition locale.h:12
static int parseCharacter_1Byte(const char **ppszText)
Definition resource.cpp:279
static bool isLeadByte_ShiftJIS(int c)
Definition locale.h:15
static int parseCharacter_UTF8(const char **ppszText)
Definition locale.cpp:18
int(*) parseCharacter_function(const char **)
Definition locale.h:13
static int parseCharacter_ShiftJIS(const char **ppszText)
Definition locale.cpp:5
static int parseCharacter_2Byte(const char **ppszText)
Definition resource.cpp:287