环境配置:
./configure --host=arm-eabi
Android.mk
LOCAL_PATH:= $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := iconv_static
LOCAL_CFLAGS := \
-Wno-multichar \
-DAndroid \
-DLIBDIR="c" \
-DBUILDING_LIBICONV \
-DIN_LIBRARY
LOCAL_SRC_FILES := \
libcharset/lib/localcharset.c \
lib/iconv.c \
lib/relocatable.c
LOCAL_C_INCLUDES := \
$(LOCAL_PATH)/include \
$(LOCAL_PATH)/libcharset \
$(LOCAL_PATH)/lib \
$(LOCAL_PATH)/libcharset/include \
include $(BUILD_STATIC_LIBRARY)
#include <string>
#include "../../../cocos2dx/platform/CCPlatformConfig.h"
#if(CC_TARGET_PLATFORM != CC_PLATFORM_IOS)
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#include "iconv/iconv.h"
#pragma comment(lib,"libiconv.lib")
#else
#include "../../../external/iconv/include/iconv.h"
#endif
int convert(const char *from_charset, const char *to_charset, const char *inbuf,
size_t inlen, char *outbuf, size_t outlen) {
iconv_t iconvH;
iconvH = iconv_open(to_charset, from_charset);
if (!iconvH)
return false;
memset(outbuf, 0, outlen);
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
const char *temp = inbuf;
const char **pin = &temp;
char **pout = &outbuf;
if(!iconv(iconvH, pin, &inlen, pout, &outlen))
{
iconv_close(iconvH);
return false;
}
#else
if (!iconv(iconvH, const_cast<char**>(&inbuf), &inlen, &outbuf, &outlen)) {
iconv_close(iconvH);
return false;
}
#endif
iconv_close(iconvH);
return true;
}
#endif
int gbk2utf8(const char *inbuf, size_t inlen, char *outbuf, size_t outlen) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
strcpy(outbuf,inbuf);
return true;
#else
return convert("gb2312", "utf-8", inbuf, inlen, outbuf, outlen);
#endif
}
本文介绍了一个用于Cocos2d-x项目的字符集转换模块的实现细节,包括如何配置环境并使用iconv进行不同字符集之间的转换,特别关注于gbk到utf-8的转换过程。
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