refactor: nuke all widestrings and widechars everywhere

This commit is contained in:
Tropical
2026-04-07 23:20:09 -05:00
parent f1f1d116b3
commit 2912e9ae2e
1323 changed files with 23207 additions and 23399 deletions

View File

@@ -14,22 +14,20 @@ bool UIControl_BitmapIcon::setupControl(UIScene* scene, IggyValuePath* parent,
bool success = UIControl::setupControl(scene, parent, controlName);
// SlotList specific initialisers
m_funcSetTextureName = registerFastName(L"SetTextureName");
m_funcSetTextureName = registerFastName("SetTextureName");
return success;
}
void UIControl_BitmapIcon::setTextureName(const std::wstring& iconName) {
void UIControl_BitmapIcon::setTextureName(const std::string& iconName) {
IggyDataValue result;
IggyDataValue value[1];
const std::u16string convName = wstring_to_u16string(iconName);
IggyStringUTF16 stringVal;
stringVal.string = convName.c_str();
stringVal.length = convName.length();
value[0].type = IGGY_DATATYPE_string_UTF16;
value[0].string16 = stringVal;
IggyStringUTF8 stringVal;
stringVal.string = const_cast<char*>(iconName.c_str());
stringVal.length = iconName.length();
value[0].type = IGGY_DATATYPE_string_UTF8;
value[0].string8 = stringVal;
IggyResult out = IggyPlayerCallMethodRS(m_parentScene->getMovie(), &result,
getIggyValuePath(),
m_funcSetTextureName, 1, value);