Cocos2d-x 3.2 大富翁遊戲項目開發-第十九部分 國際化-解決中文亂碼,cocos2d-x項目開發
先解決一下中文亂碼問題吧,網友cheyiliu 提供了比較簡單的解決辦法,具體如下,如有更好方法,歡迎提供
1、 編寫plist檔案string_zh.plist把需要中文顯示字元,放入到該檔案中:
<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"><plist version="1.0"><dict> <key>single_game</key> <string>單人遊戲</string> <key>multi_game</key> <string>多人遊戲</string>…………………………………</dict></plist>
2、 string_en.plist用來顯示英文字元:
<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"><plist version="1.0"><dict> <key>single_game</key> <string>Single Game</string>……………………..</dict></plist>
3、編寫類LanguageString 根據當前系統語言環境載入相應的字元plist檔案,檔案只需載入一次就可以了,寫成單例
LanguageString.h標頭檔class LanguageString{private:LanguageString();public:static LanguageString* instance;static Dictionary *strings;~LanguageString();static LanguageString * getInstance();String* getLanguageString(const char* strName);};
LanguageString.cpp檔案#include "LanguageString.h"LanguageString* LanguageString::instance;Dictionary * LanguageString::strings;LanguageString::LanguageString(){}LanguageString::~LanguageString(){}LanguageString * LanguageString::getInstance(){if(instance == NULL){instance = new LanguageString();}return instance;}String* LanguageString::getLanguageString(const char* strName){LanguageType currentLanguageType = Application::getInstance()->getCurrentLanguage();//擷取當前系統語言類型if(strings == NULL){switch (currentLanguageType){case kLanguageEnglish: //系統是英文,則載入string_en.plist檔案{strings = Dictionary::createWithContentsOfFile("string_en.plist");strings->retain();break;}case kLanguageChinese: 系統是中文,則載入string_zh.plist檔案{strings = Dictionary::createWithContentsOfFile("string_zh.plist");strings->retain();break;}}}String* retStr = static_cast<String*>(strings->objectForKey(strName)); //根據key擷取字串return retStr;}
4、使用方法,當使用字串時只要傳入相應的key就可以了
LanguageString::getInstance()->getLanguageString(“此處是key值”));
如 :
LabelTTF* singleGameTTF = LabelTTF::create(LanguageString::getInstance()->getLanguageString(SINGLE_GAME)->getCString() ,FONT_MENU,Btn_FontSize);
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未完待續......................