【Cocos2d-X】中文乱码问题

初学Cocos就遇到了中文的显示问题,在使用CCLabelTTF调用系统字体时,出现的是乱码;使用CCLabelBMFont调用自己设计的fnt文件时,就会什么都不显示。百度了很久之后才明白,字体文件需要的中文得是UTF-8编码的,而项目又是Unicode,所以我们只需要把中文字符串的Unicode编码转化为UTF-8就行了。

Unicode转UTF-8函数:

char* EncodeToUTF8(const char* mbcsStr)
{
    wchar_t*  wideStr;
    char*     utf8Str;
    int       charLen;
    charLen = MultiByteToWideChar(936, 0, mbcsStr, -1, NULL, 0); 
    wideStr = (wchar_t*)malloc(sizeof(wchar_t)*charLen);
    MultiByteToWideChar(936, 0, mbcsStr, -1, wideStr, charLen);
    charLen = WideCharToMultiByte(CP_UTF8, 0, wideStr, -1, NULL, 0, NULL, NULL);
    utf8Str = (char*)malloc(charLen);
    WideCharToMultiByte(CP_UTF8, 0, wideStr, -1, utf8Str, charLen, NULL, NULL);
    free(wideStr);
    return utf8Str;
}

使用示例:

CCLabelTTF* pLabel = CCLabelTTF::create(EncodeToUTF8("海贼王"), "Marker Felt", 24);

    CCLabelBMFont* label = CCLabelBMFont::create(EncodeToUTF8("海贼王"), "fonts/_chapter7.fnt",24);

    // position the label on the center of the screen

    pLabel->setPosition(ccp(origin.x + visibleSize.width/2 -100,
                            origin.y + visibleSize.height - pLabel->getContentSize().height));
    label->setPosition(ccp(origin.x + visibleSize.width / 2 + 100,
        origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(pLabel, 1);
    this->addChild(label, 1);

效果图:
【Cocos2d-X】中文乱码问题_第1张图片

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