On 02/05/2012 04:52, John Labenski wrote:
> Sorry about the delay, I committed a fix to SVN that I hope should
> work. We've gone through this before, but I think this time it's
> right. Now we always treat Lua as UTF8.
>
> Note that it only works with wxWidgets built in Unicode mode and has
> been
On Fri, Apr 20, 2012 at 1:49 AM, strawman wrote:
>> What is the text that you are trying to use?
>
> require"wx"
> a = wx.wxTextEntryDialog(wx.wxFrame(), "test тест テスト")
> a:ShowModal()
> print(a:GetValue())
>
> The caption appears as "test" and then garbage characters, and if I
> paste "test тес
On 19/04/2012 05:27, John Labenski wrote:
> What version of wxWidgets are you using? 2.8 or 2.9
This was with 2.8.12; I just built wxLua against 2.9.3 and tried again,
and it's now returning an empty string instead of nil. I'm building
with TDM-GCC, if it makes any difference.
> What is the t
On Tue, Apr 17, 2012 at 11:52 PM, strawman wrote:
> With a Unicode build of wxMSW and wxLua, trying to access any string
> containing multibyte characters (e.g. with wxTextCtrl::GetValue) returns
> nil. The same issue is present in the wxLua editor; if any multibyte
> characters are in the buffer
With a Unicode build of wxMSW and wxLua, trying to access any string
containing multibyte characters (e.g. with wxTextCtrl::GetValue) returns
nil. The same issue is present in the wxLua editor; if any multibyte
characters are in the buffer when a script is saved, the saved file is 0
bytes in l