Hi Brecht, Tested the patch here it it works great. To test it from any OSX: option+e+a = á option+i+o = ô
The only downside is that does not address the problem of korean, japanese, ... probably because of the problems presented by Alex. It's already an improvement though. -- Dalai (a related OSX issue I have here: hold space and press backspace in the Python Console. It will produce a lot of the 'square' chars). 2011/11/1 Campbell Barton <[email protected]>: > 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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
