【Cocos2d-X】中文亂碼問題,cocos2d-x中文亂碼
初學Cocos就遇到了中文的顯示問題,在使用CCLabelTTF調用系統字型時,出現的是亂碼;使用CCLabelBMFont調用自己設計的fnt檔案時,就會什麼都不顯示。百度了很久之後才明白,字型檔需要的中文得是UTF-8編碼的,而項目又是Unicode,所以我們只需要把中文字串的Unicode編碼轉化為UTF-8就行了。
Unicode轉UTF-8函數:
char* EncodeToUTF8(const char* mbcsStr){ wchar_t* wideStr; char* utf8Str; int charLen; charLen = MultiByteToWideChar(936, 0, mbcsStr, -1, NULL, 0); wideStr = (wchar_t*)malloc(sizeof(wchar_t)*charLen); MultiByteToWideChar(936, 0, mbcsStr, -1, wideStr, charLen); charLen = WideCharToMultiByte(CP_UTF8, 0, wideStr, -1, NULL, 0, NULL, NULL); utf8Str = (char*)malloc(charLen); WideCharToMultiByte(CP_UTF8, 0, wideStr, -1, utf8Str, charLen, NULL, NULL); free(wideStr); return utf8Str;}
使用樣本:
CCLabelTTF* pLabel = CCLabelTTF::create(EncodeToUTF8("海賊王"), "Marker Felt", 24); CCLabelBMFont* label = CCLabelBMFont::create(EncodeToUTF8("海賊王"), "fonts/_chapter7.fnt",24); // position the label on the center of the screen pLabel->setPosition(ccp(origin.x + visibleSize.width/2 -100, origin.y + visibleSize.height - pLabel->getContentSize().height)); label->setPosition(ccp(origin.x + visibleSize.width / 2 + 100, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(pLabel, 1); this->addChild(label, 1);
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