Refactor: UTF-8 Character Defines #109163
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@ -39,13 +39,6 @@ extern "C" {
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#define BLI_STR_UTF8_HORIZONTAL_TAB_KEY u8"\u2B7E" /* ⭾ */
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#define BLI_STR_UTF8_BLACK_DIAMOND_MINUS_WHITE_X u8"\u2756" /* ❖ */
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/* Unicode characters as UTF-32 codepoints. Last portion should include the official assigned name.
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* Please do not add defines here that are not actually in use. */
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#define BLI_STR_UTF32_SPACE U'\u0020' /* */
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#define BLI_STR_UTF32_SLASH U'\u002F' /* / */
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#define BLI_STR_UTF32_BLACK_RIGHT_POINTING_SMALL_TRIANGLE U'\u25B8' /* ▸ */
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#ifdef __cplusplus
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}
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#endif
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@ -15,7 +15,7 @@
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/* Right arrow, keep in sync with #UI_MENU_ARROW_SEP in `UI_interface.h`. */
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#define UI_MENU_ARROW_SEP BLI_STR_UTF8_BLACK_RIGHT_POINTING_SMALL_TRIANGLE
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#define UI_MENU_ARROW_SEP_UNICODE BLI_STR_UTF32_BLACK_RIGHT_POINTING_SMALL_TRIANGLE
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#define UI_MENU_ARROW_SEP_UNICODE 0x25b8
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namespace blender::string_search {
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@ -348,8 +348,8 @@ void extract_normalized_words(StringRef str,
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LinearAllocator<> &allocator,
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Vector<StringRef, 64> &r_words)
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{
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const uint32_t unicode_space = BLI_STR_UTF32_SPACE;
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const uint32_t unicode_slash = BLI_STR_UTF32_SLASH;
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const uint32_t unicode_space = uint32_t(' ');
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const uint32_t unicode_slash = uint32_t('/');
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const uint32_t unicode_right_triangle = UI_MENU_ARROW_SEP_UNICODE;
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BLI_assert(unicode_space == BLI_str_utf8_as_unicode(" "));
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