Convert Profile.cpp to UTF-8

The MessageBoxA strings are ShiftJIS-encoded, but to avoid compiler
warnings (from Clang, namely), I'm using those weird '\x' things.
This commit is contained in:
Clownacy 2019-08-25 20:47:54 +01:00
parent aaff887578
commit bee35b5750

View file

@ -256,7 +256,7 @@ BOOL InitializeGame(HWND hWnd)
{ {
#if defined(NONPORTABLE) && defined(WINDOWS) #if defined(NONPORTABLE) && defined(WINDOWS)
#ifdef JAPANESE #ifdef JAPANESE
MessageBoxA(hWnd, "ステージの読み込みに失敗", "エラー", MB_OK); MessageBoxA(hWnd, "\x83\x58\x83\x65\x81\x5B\x83\x57\x82\xCC\x93\xC7\x82\xDD\x8D\x9E\x82\xDD\x82\xC9\x8E\xB8\x94\x73", "\x83\x47\x83\x89\x81\x5B", MB_OK);
#else #else
MessageBoxA(hWnd, "Failed to load stage", "Error", MB_OK); MessageBoxA(hWnd, "Failed to load stage", "Error", MB_OK);
#endif #endif
@ -264,7 +264,7 @@ BOOL InitializeGame(HWND hWnd)
(void)hWnd; (void)hWnd;
#ifdef JAPANESE #ifdef JAPANESE
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "エラー", "ステージの読み込みに失敗", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "エラー", "ステージの読み込みに失敗", NULL);
#else #else
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", "Failed to load stage", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", "Failed to load stage", NULL);
#endif #endif