[ue4] Fixed encoding of strings where necessary. Closes #1291.

This commit is contained in:
badlogic 2019-03-07 17:22:10 +01:00
parent dcce71416f
commit 8185418319
2 changed files with 7 additions and 7 deletions

View File

@ -97,13 +97,13 @@ void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDe
if (state && bAutoPlaying) {
if (lastPreviewAnimation != PreviewAnimation) {
if (PreviewAnimation != "") SetAnimation(0, TCHAR_TO_UTF8(*PreviewAnimation), true);
if (PreviewAnimation != "") SetAnimation(0, PreviewAnimation, true);
else SetEmptyAnimation(0, 0);
lastPreviewAnimation = PreviewAnimation;
}
if (lastPreviewSkin != PreviewSkin) {
if (PreviewSkin != "") SetSkin(TCHAR_TO_UTF8(*PreviewSkin));
if (PreviewSkin != "") SetSkin(PreviewSkin);
else SetSkin("default");
lastPreviewSkin = PreviewSkin;
}

View File

@ -151,19 +151,19 @@ void USpineSkeletonDataAsset::LoadInfo() {
if (skeletonData) {
Bones.Empty();
for (int i = 0; i < skeletonData->getBones().size(); i++)
Bones.Add(skeletonData->getBones()[i]->getName().buffer());
Bones.Add(UTF8_TO_TCHAR(skeletonData->getBones()[i]->getName().buffer()));
Skins.Empty();
for (int i = 0; i < skeletonData->getSkins().size(); i++)
Skins.Add(skeletonData->getSkins()[i]->getName().buffer());
Skins.Add(UTF8_TO_TCHAR(skeletonData->getSkins()[i]->getName().buffer()));
Slots.Empty();
for (int i = 0; i < skeletonData->getSlots().size(); i++)
Slots.Add(skeletonData->getSlots()[i]->getName().buffer());
Slots.Add(UTF8_TO_TCHAR(skeletonData->getSlots()[i]->getName().buffer()));
Animations.Empty();
for (int i = 0; i < skeletonData->getAnimations().size(); i++)
Animations.Add(skeletonData->getAnimations()[i]->getName().buffer());
Animations.Add(UTF8_TO_TCHAR(skeletonData->getAnimations()[i]->getName().buffer()));
Events.Empty();
for (int i = 0; i < skeletonData->getEvents().size(); i++)
Events.Add(skeletonData->getEvents()[i]->getName().buffer());
Events.Add(UTF8_TO_TCHAR(skeletonData->getEvents()[i]->getName().buffer()));
delete skeletonData;
}
#endif