cocos2dx libiconv 转码
iconv下载(Android)已编译完的iconv包(用这个即可)
ios自带libiconv,只需#include <iconv.h>即可
步骤
1.libiconv解压文件放置
直接将解压的libiconv文件夹放在cocos2dx游戏引擎cocos2d-x-2.1.4目录下

写Android.mk放到libiconv根目录下
LOCAL_PATH:= $(call my-dir)
#libiconv.so
include $(CLEAR_VARS)
LOCAL_MODULE := libiconv_static LOCAL_MODULE_FILENAME := libiconv
LOCAL_CFLAGS := \
-Wno-multichar \
-DAndroid \
-DLIBDIR="c" \
-DBUILDING_LIBICONV \
-DIN_LIBRARY
LOCAL_SRC_FILES := \
libcharset/lib/localcharset.c \
lib/iconv.c \
lib/relocatable.c
LOCAL_C_INCLUDES += \
$(LOCAL_PATH)/include \
$(LOCAL_PATH)/libcharset \
$(LOCAL_PATH)/lib \
$(LOCAL_PATH)/libcharset/include \
$(LOCAL_PATH)/srclib
include $(BUILD_STATIC_LIBRARY)
2.修改自己工程中的Andriod.mk文件
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static cocosdenshion_static cocos_extension_static libiconv_static include $(BUILD_SHARED_LIBRARY) $(call import-module,CocosDenshion/android) \
$(call import-module,cocos2dx) \
$(call import-module,extensions) \
$(call import-module,libiconv)
蓝色为变化的内容,与1.上面的蓝色对应。
3.iconv.h头文件拷贝
将程序中cocos2dx\platform\third_party\win32目录下的iconv文件夹拷贝到自己工程的Classes目录下
4.程序修改
.h文件
#include <string>
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
#include "iconv/iconv.h"
#elif CC_TARGET_PLATFORM == CC_PLATFORM_IOS
#include <iconv.h>
#elif CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
#include "iconv/iconv.h"
#endif /*---------------------------------------------------*/
// iconv转码
/*---------------------------------------------------*/
static int code_convert( const char *from_charset, const char *to_charset, const char *inbuf, size_t inlen, char *outbuf, size_t outlen );
static std::string u2a( const char *inbuf );
static std::string a2u( const char *inbuf );
.cpp文件
int CCommonTool::code_convert( const char *from_charset, const char *to_charset, const char *inbuf, size_t inlen, char *outbuf, size_t outlen )
{
iconv_t cd;
const char *temp = inbuf;
const char **pin = &temp;
char **pout = &outbuf;
memset(outbuf,,outlen);
cd = iconv_open(to_charset,from_charset);
if(cd==) return -;
if(iconv(cd,pin,&inlen,pout,&outlen)==-) return -;
iconv_close(cd);
return ;
} /*UTF8 To GB2312*/
string CCommonTool::u2a( const char *inbuf )
{
size_t inlen = strlen(inbuf);
char * outbuf = new char[inlen * + ];
string strRet;
if(code_convert("utf-8", "gb2312", inbuf, inlen, outbuf, inlen * + ) == )
{
strRet = outbuf;
}
delete [] outbuf;
return strRet;
} /*GB2312 To UTF8*/
string CCommonTool::a2u( const char *inbuf )
{
size_t inlen = strlen(inbuf);
char * outbuf = new char[inlen * + ];
string strRet;
if(code_convert("gb2312", "utf-8", inbuf, inlen, outbuf, inlen * + ) == )
{
strRet = outbuf;
}
delete [] outbuf;
return strRet;
}
程序使用
CCString ccStr;
ccStr.m_sString = CCommonTool::a2u(ccStr.m_sString.c_str());
Demo
CCommonTool.h
#ifndef __CCOMMONTOOL_SCENE_H__
#define __CCOMMONTOOL_SCENE_H__ #include <string>
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
#include "iconv/iconv.h"
#elif CC_TARGET_PLATFORM == CC_PLATFORM_IOS
#include <iconv.h>
#elif CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
#include "iconv/iconv.h"
#endif class CCommonTool
{
public: /*---------------------------------------------------*/
// iconv转码
/*---------------------------------------------------*/
static int code_convert( const char *from_charset, const char *to_charset, const char *inbuf, size_t inlen, char *outbuf, size_t outlen );
static std::string u2a( const char *inbuf );
static std::string a2u( const char *inbuf );
}; #endif
CCommonTool.cpp
#include "CommonTool.h" using namespace std; int CCommonTool::code_convert( const char *from_charset, const char *to_charset, const char *inbuf, size_t inlen, char *outbuf, size_t outlen )
{
iconv_t cd;
const char *temp = inbuf;
const char **pin = &temp;
char **pout = &outbuf;
memset(outbuf,,outlen);
cd = iconv_open(to_charset,from_charset);
if(cd==) return -;
if(iconv(cd,pin,&inlen,pout,&outlen)==-) return -;
iconv_close(cd);
return ;
} /*UTF8 To GB2312*/
string CCommonTool::u2a( const char *inbuf )
{
size_t inlen = strlen(inbuf);
char * outbuf = new char[inlen * + ];
string strRet;
if(code_convert("utf-8", "gb2312", inbuf, inlen, outbuf, inlen * + ) == )
{
strRet = outbuf;
}
delete [] outbuf;
return strRet;
} /*GB2312 To UTF8*/
string CCommonTool::a2u( const char *inbuf )
{
size_t inlen = strlen(inbuf);
char * outbuf = new char[inlen * + ];
string strRet;
if(code_convert("gb2312", "utf-8", inbuf, inlen, outbuf, inlen * + ) == )
{
strRet = outbuf;
}
delete [] outbuf;
return strRet;
}
TinyXmlDemo.h
#ifndef __TINYXMLDEMO_SCENE_H__
#define __TINYXMLDEMO_SCENE_H__ #include "cocos2d.h" class TinyXmlDemo : public cocos2d::CCLayer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init(); // there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::CCScene* scene(); // a selector callback
void menuCloseCallback(CCObject* pSender); static void parseTinyXMLFile(); // implement the "static node()" method manually
CREATE_FUNC(TinyXmlDemo);
}; #endif
TinyXmlDemo.cpp
#include "TinyXmlDemo.h"
#include "CommonTool.h" using namespace cocos2d;
using namespace tinyxml2; CCScene* TinyXmlDemo::scene()
{
CCScene * scene = NULL;
do
{
scene = CCScene::create();
CC_BREAK_IF(! scene); TinyXmlDemo *layer = TinyXmlDemo::create();
CC_BREAK_IF(! layer); scene->addChild(layer);
} while (); return scene;
} bool TinyXmlDemo::init()
{
bool bRet = false;
do
{ CC_BREAK_IF(! CCLayer::init()); TinyXmlDemo::parseTinyXMLFile(); bRet = true;
} while (); return bRet;
} void TinyXmlDemo::menuCloseCallback(CCObject* pSender)
{ } void TinyXmlDemo::parseTinyXMLFile()
{ char inStr[] = "Hello, 这是个测试程序";
std::string outStr = CCommonTool::a2u(inStr); CCLog("scr string:%s\n", inStr);
CCLog("dst string:%s\n", outStr.c_str()); }
输出:

原文链接:http://www.cnblogs.com/hewei2012/p/3374147.html
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