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Outlined TODOs for Unicode support.
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icculus committed Mar 8, 2007
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Expand Up @@ -3,6 +3,33 @@ Stuff that needs to be done and wishlist:
These are in no particular order.
Some might be dupes, some might be done already.

UNICODE:
- BeOS: uses UTF-8 internally in the OS, so that's already done.
- PocketPC: uses UCS-2 internally in the OS, and we're currently converting to
and from ASCII. Need to change this out.
- Windows: Can use Unicode, but might only allow "codepages" ... Use
GetProcAddress() to find Unicode entry points on WinNT-based
systems, otherwise try to use a sane codepage.
- Mac Classic: apparently supports _something_, but I might just write it off
as a loss.
- OS/2: Codepages. No full Unicode in the filesystem, but we can probably make
a conversion effort.
- Linux: uses UTF-8 internally, so that's already done.
- Mac OS X: uses UTF-8 in the Unix layer, and is smart enough to convert
internally when needed.
- DIR: just pass UTF-8 strings through to platform layer.
- GRP: No Unicode (only 12 bytes for filename, 8.3 format). Legacy format.
- HOG: No Unicode (only 12 bytes for filename, 8.3 format). Legacy format.
- LZMA: Uses UTF-8 internally, so we're good to go.
- MIX: only stores filename HASHES...this driver is going away.
- MVL: No Unicode (only 12 bytes for filename, 8.3 format). Legacy format.
- QPAK: Only has 56 bytes for a path, but we can just treat these as
UTF-8 and be done with it.
- WAD: No Unicode (only 8 bytes for filename). Legacy format.
- ZIP: Uses UTF-8 internally, so it's good to go.

Stuff:
- Rename win32.c to windows.c ... it should work on Win64.
- Other archivers: perhaps tar(.gz|.bz2), RPM, ARJ, etc. These are less
important, since streaming archives aren't of much value to games (which
is why zipfiles are king: random access), but it could have uses for, say,
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