// Returns true if the character is an ASCII character:
bool IsAscii() const { return m_value < 0x80; }
+ // Returns true if the character is representable as a single byte in the
+ // current locale encoding and return this byte in output argument c (which
+ // must be non-NULL)
+ bool GetAsChar(char *c) const
+ {
+#if wxUSE_UNICODE
+ if ( !IsAscii() )
+ {
+#if !wxUSE_UTF8_LOCALE_ONLY
+ if ( GetAsHi8bit(m_value, c) )
+ return true;
+#endif // !wxUSE_UTF8_LOCALE_ONLY
+
+ return false;
+ }
+#endif // wxUSE_UNICODE
+
+ *c = wx_truncate_cast(char, m_value);
+ return true;
+ }
+
// Conversions to char and wchar_t types: all of those are needed to be
// able to pass wxUniChars to verious standard narrow and wide character
// functions
{
#if wxUSE_UNICODE
if ( c < 0x80 )
- return c;
+ return wx_truncate_cast(char, c);
return ToHi8bit(c);
#else
// helpers of the functions above called to deal with non-ASCII chars
static value_type FromHi8bit(char c);
- static char ToHi8bit(value_type c);
+ static char ToHi8bit(value_type v);
+ static bool GetAsHi8bit(value_type v, char *c);
private:
value_type m_value;
#endif // wxUSE_UNICODE_UTF8
bool IsAscii() const { return UniChar().IsAscii(); }
+ bool GetAsChar(char *c) const { return UniChar().GetAsChar(c); }
// Assignment operators:
#if wxUSE_UNICODE_UTF8