--
[ Picked text/plain from multipart/alternative ]
Thanks Jay, I'll take those pointers away(rim shot) when I rewrite it in
accordance with Alfred's suggestions.

Still confusing that it worked in debug mode but displayed nothing in
release mode.

On 3/30/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> Actually looking at the code you're using, you probably should just skip
> string_t entirely (since the unicode conversion takes a char * anyway):
>
> const char *pString = "";
>
> then replace sString with pString...
>
> Jay
>
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
> > Sent: Thursday, March 30, 2006 11:02 AM
> > To: [email protected]
> > Subject: RE: [hlcoders] Works in debug mode, does not it release mode.
> >
> > Unless someone has defined a valid assignment or conversion
> > path for this that I don't normally use you have to do this
> > to your constant
> > strings:
> >
> > >         sString = MAKE_STRING("Find the case!");
> >
> > at least that's why MAKE_STRING exists in the first place.
> >
> > It's not surprising that ConvertANSIToUnicode() would crash
> > if these assignments were producing an invalid pointer.
> >
> > Jay
> >
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Benjamin
> > > Davison
> > > Sent: Thursday, March 30, 2006 10:50 AM
> > > To: [email protected]
> > > Subject: [hlcoders] Works in debug mode, does not it release mode.
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Very weird indeed,
> > > I'm working on some VGUI code and for some reason it works in debug
> > > mode with the IDE attatched and fails to work in release
> > mode, and for
> > > the life of me I am stumped for a soloution. Here is some
> > code to see
> > > if you guys have run into this problem.
> > >
> > > void CBBHudTaskList::Paint( void )
> > > {
> > >     // getting a pointer to the game rules
> > >     CHL2MPRules *pRules = HL2MPRules();
> > >     if ( !pRules )
> > >         return;
> > >     // local player
> > >     C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
> > >     if ( !pPlayer )
> > >         return;
> > >
> > >     string_t sString = "";
> > >     wchar_t unicode[256];
> > >
> > >     int x, y;
> > >     int textSizeWide, textSizeTall;
> > >     int iShown = 0; // number of lines shown
> > >     int fontTall = vgui::surface()->GetFontTall( m_hLargeFont );
> > >     int border = 20;
> > >
> > >     x = border / 2; // ScreenWidth() - border - textSizeWide;
> > >     y = iShown * fontTall; // border + iShown * fontTall;
> > >
> > >     SetSize( 300 + border, 40 );
> > >
> > >
> > >     if (pRules->m_bCaptureObjectActive == true)
> > >     {
> > >         sString = "Find the case!";
> > >     }
> > >     else if (pRules->m_bCaptureZoneActivated == true)
> > >     {
> > >         sString = "Get to this location and do something";
> > >     }
> > >     else
> > >     {
> > >         sString = "No mission selected!";
> > >     }
> > >
> > >     vgui::localize()->ConvertANSIToUnicode( sString, unicode, 256);
> > >
> > >     // --- Set up default font and get character height for line
> > > spacing
> > >     vgui::surface()->DrawSetTextFont( m_hLargeFont );
> > >     //vgui::surface()->DrawSetTextFont( m_hLargeFont );
> > >     vgui::surface()->DrawSetTextPos(x, y);
> > >     vgui::surface()->DrawPrintText( unicode, wcslen(unicode) ); //
> > > print text
> > >
> > >     BaseClass::Paint();
> > > }
> > >
> > > Now for some reason vgui::localize()->ConvertANSIToUnicode(
> > > sString, unicode, 256); was crashing the release mode(not the
> > > debug) if I put the buffer to 1024
> > >
> > > Have any of you guys run into this problem? Or can you see
> > some error
> > > I have overlooked?
> > >
> > > --
> > > - Benjamin Davison
> > > --
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the
> > list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > _______________________________________________
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> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


--
- Benjamin Davison
--

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