Something is terribly wrong with al_ustr_new()

I now work on a project which loads allegro unicode strings from lua script. It goes like this: first a function in lua creates strings, then it passes an array of these strings to c++ code which places them into a vector for later use.
Here is my simple lua code which creates strings, pretty straight-forward:

1function CreateStrings(lang) 2 lang = lang or "english" 3 local strings = { } 4 if (lang == "english") then 5 strings = 6 { 7 "Select Class", 8 "Edit Class" 9 } 10 end 11 12 if (lang == "russian") then 13 strings = 14 { 15 "Выбор класса", 16 "Редактирование класса" 17 } 18 end 19 return strings 20end 21 22function GetStrings() 23 local strings = CreateStrings("russian") 24 return strings 25end

As you can see, it creates an array of strings either in Russian or in English. Then it gets passed to the c++ code here:

2void CPlGameView::LoadStringsFromLua() 3{ 4 ALLEGRO_USTR* str; 5 LuaFunction<LuaObject> GetStrings = LuaManager.GetGlobalState()->GetGlobal("GetStrings"); 6 LuaObject luaStrings = GetStrings(); 7 for (int i = 0; i < STRID_LAST_ID; i++) 8 { 9 const char* ch; 10 ch = luaStrings[i+1].GetString(); 11 strings.push_back(al_ustr_new(ch)); 12 } 13}

These strings should be window titles. However, when I later try to display the text with al_draw_ustr:


I get empty window titles when choosing russian. Everything displays fine if I choose English. Look attachements.
You may think that this is the lua problem, however, I tried to substitute the variable ch for literal cyrillic string:

4strings.push_back(al_ustr_new("Выбор класса"))

- the situation is the same. No text. On the other hand, everything is again fine with literal string in english is used.
I went even further and debugged the variables.
So, when the code gets c string from lua everything is fine, which is no wonder (you can look it in attachements). But what is more astonishing is that when I look at contents of ALLEGERO_USTR the text displayed in the debegger is again right. Even right before displaying the window title. However the russian text is still not displayed.

So, maybe al_draw_ustr is to blame? No. I wrote code loading ALLEGRO_USTR right from a file without using al_ustr_new():

5bool CPlGameView::LoadStrings(const char* lang) 6{ 7 ALLEGRO_USTR* str; 8 ALLEGRO_FILE* langfile; 9 if (strcmp(lang,"russian") == 0) 10 { 11 langfile = al_fopen("rus.l","r"); 12 } 13 else 14 if (strcmp(lang,"english") == 0) 15 langfile = al_fopen("eng.l","r"); 16 else 17 { 18 WRITE_VIEWLOG("error: wrong language file name!"); 19 return false; 20 } 21 22 str = al_fget_ustr(langfile); 23 while (!al_feof(langfile)) 24 { 25 str = al_fget_ustr(langfile); 26 al_ustr_rtrim_ws(str); 27 strings.push_back(str); 28 } 29 al_fclose(langfile); 30 return true; 31}

which loads russian text. Then this text gets displayed with al_draw_ustr() just fine. So, there is either a bug here with loading multibyte utf-8 characters with al_ustr_new(), or I am doing something wrong, which you probably can explain to me. Thank you for you patience if you read to the end :)

Arthur Kalliokoski

Usually these types of problems are caused by your source code editor not saving files as proper UTF8.


You know, I just checked it and it seems you were right. Thsnks.

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