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I18N: Always call BiDi algorithm for U32String
U32String can contain characters from all languages, without relation to the GUI's language. Therefore, we need to always call it. Use case: In Hebrew SQ3, when using the game's original save/restore dialogs, it's possible to give save games Hebrew names. What happens when we then use ScummVM's load dialog? - If ScummVM's GUI language is Hebrew, it's calling BiDI algo, and the text direction is OK. - However, if ScummVM's GUI language is English, before this commit it didn't call the BiDI algo, and the text was reversed.
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@ -412,9 +412,6 @@ bool TranslationManager::checkHeader(File &in) {
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}
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U32String TranslationManager::convertBiDiString(const U32String &input) {
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if (getCurrentLanguage() != "he") //TODO: modify when we'll support other RTL languages, such as Arabic and Farsi
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return input;
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return Common::convertBiDiU32String(input).visual;
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}
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