On Wed, Nov 2, 2011 at 1:08 PM, Alexandr Kuznetsov <[email protected]> wrote: > Hi > > >> c) Typing with dead keys (e.g. ¨ + o => ö) didn't work for me. I >> managed to get it working using NSTextInput, patch here if people want >> to test, I'm not very confident that this doesn't break something, so >> some testing would be great: http://www.pasteall.org/25983/diff >> > > I think this problem is much bigger here. The dead keys are typed before a > real key, but the composed UTF chars are store in the reverse order. Even > if we have a buffer for that, it won't solve many problems. For example > Chines and Japanese inputs require more closer interaction with the text, > rather than simply typing character. Different input methods exist for > different languages which are natively supported by OS. But because Blender > doesn't use native text fields, they must be implemented by ourselves. For > example, MS Pinpyin replaces typed latin characters into chinese when the > whole word is complete. Therefore Blender must expose more text interface > to Ghost. Ghost must be able to get the current line, cursor, visual > position of editing text and then push edited text back. I probably can > take care of this project, but it won't be until end of December. Plus I > don't know any hieroglyphics languages. > There is multiple cross platform implementations of IME. When we were > discussing this with JesterKing, he proposed to use SDL. But although it > might have ready solution, it is probably hard to integrate in our Ghost, > as all SDL must have its own loop. > (Anyway, when IME will be implemented, we might get speech recognition and > handwriting for free!!)
If you want to test SDL text input you could try WITH_GHOST_SDL to build ghost against SDL rather then x11/win/cocoa. SDL1.3 has a Text Input event, but the text editing state needs to be set first so you're right that ghost would need to be aware and have some equivalent to SDL_StartTextInput / SDL_StopTextInput, rather then just passing events like it does now. > a) Uppercases character umlaut (e.g. Ü) are not rendered correctly in >> the user interface, they do show in 3D text and the text editor. >> Appears to be a text rendering problem that would happen on all >> platforms? >> > > Yes. It is a problem on Windows also. Moreover it is a problem exist with > precomposed characters. Maybe it is problem of clipping? Anyway, maybe it > is good time to switch char render library as was discussed earlier to > support bidirectional text. Maybe there are more latent problem with the > rendering of hard characters like Chinese or multiple compositions. > > Best Regards, > Alex -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
