From: Alexandre Julliard Subject: Re: [PATCH] gdi32: Reformat some strings to improve readability Message-Id: <87h8b2jc1n.fsf@wine> Date: Sat, 13 Apr 2019 14:59:48 +0200 In-Reply-To: (Henri Verbeet's message of "Sat, 13 Apr 2019 15:32:48 +0430") References: <20190401073518.27827-1-mstefani@winehq.org> <2f257bee-0bbf-0322-94a8-a8245cd258bb@codeweavers.com> <201cc9ef-1e69-2e98-7282-455c26e7ba8f@winehq.org> <87sgumjt8k.fsf@wine> Henri Verbeet writes: > On Sat, 13 Apr 2019 at 11:19, Alexandre Julliard wrote: >> Rather than converting everything over to u"", I'd prefer that we find >> ways to use L"". >> >> For instance, I'm currently working on building more modules with >> MSVCRT, and converting them to use wchar functions instead of >> unicode.h. Such modules could be built with -fshort-wchar. Ultimately >> this would hopefully cover a large fraction of the code base. >> > D3D code doesn't have a lot of UTF-16 string literals, so this is > perhaps more curiosity than anything else, but other than legacy > compiler support, are there any other advantages of L"" over u""? My > impression was that -fshort-wchar was fairly hopeless as soon as you > use any external API with wchar_t in it, including e.g. libstdc++. I don't expect that we'll be using libstdc++ in Wine anytime soon. And there are very few other wchar_t APIs that we would want to use, that's too painful. As far as porting code with Winelib, existing Windows code would already be using L"" everywhere, so having a solution for that would be better than requiring a massive search/replace. -- Alexandre Julliard julliard@winehq.org