-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
IME support for non-latin Unicode characters (CJK, Arabic, etc.) #29
Comments
I suppose that in order for this to work, a CJK font should be provided. Do On Tue, Feb 11, 2014 at 8:29 AM, Greggman notifications@github.com wrote:
|
Does it need to ship with a font? It seems like all the OSes Godot runs on have those fonts built in. |
The UI is rendered using OpenGL, so getting the fonts from the host OS is On Tue, Feb 11, 2014 at 8:37 AM, Greggman notifications@github.com wrote:
|
That seems like it's going to be very problematic. The OS needs to be able to render the UI for entering Chinese, Japanese, Korean, etc... So, at a minimum you'll need OS specific code for each platform to talk to that platform's IME so tell it where to position itself and also to either feed it keystrokes or let it read the keyboard so it can correctly handle input in those languages. I wonder if Sublime handles this since it also uses GL to render.... (checking)....Yes, it does. Hmmm. Maybe we can find another project that does this cross platform that is open source and see what they do |
I experience the same issue for the Turkish characters ğ,ş,ı. However I think that the problem is only about showing the characters and can be fixed with just a font. When I type the special characters to a script file inside the editor they are added to the text but are invisible. If I highlight the invisible characters and copy them, I can paste them to an external text field without any problems. |
Yes IME needs to be supported, that's likely the most diffuclt part. On Tue, Feb 11, 2014 at 8:47 AM, Greggman notifications@github.com wrote:
|
May I suggest DroidSansFallback as bundled font with CJK support. It's licensed under Apache License, Version 2.0: https://github.com/android/platform_frameworks_base/blob/master/data/fonts/NOTICE According to: http://www.droidfonts.com/droidfonts/ which should be enough for most tasks. |
What about Noto Sans? http://www.google.com/get/noto/ We could even use it as the default Godot font, it's great as a system font. Very readable. |
i'd go for GNU unifont as it has about 60k glyphs is monospaced and is bitmap pixel font http://unifoundry.com/unifont.html |
Definitely want to add proper internationalization for 1.2, as the new site On Sun, Jul 19, 2015 at 12:04 AM, trollworkout notifications@github.com
|
At least add Korean and Japanese support as those 2 countries are the biggest consumers of games. If you guys could somehow even add Korean and Japanese input to engine (Godot interface and Godot games) would open up the engine and games to a huge market. I mean just saying. The interface (and games) can easily be internationalized and translated with the help of volunteers. Even a last step the ability to support unicode variables in GDScript like Python does would be nice too. |
To avoid mistakes, Godot already supports displaying text in CJK, it's just On Sun, Jul 19, 2015 at 5:59 AM, trollworkout notifications@github.com
|
@reduz mentioned wanting to fix this in 1.2 (now 2.0), but I'm not sure it's still in the planned roadmap for 2.0 as we're nearing to beta stage, so setting to "Later" for now.
Is it only about internationalizing the editor? From what I gathered it seems to be more about missing IME support, which prevents inputing CJK characters (regardless of whether the editor itself is in English or internationlized). |
isn't this solved by the recent commits of new fonts and internationalization? the issue mentions OSX specifically so I can't test... |
I'm not sure if IME is working properly for those languages On Wed, Jun 1, 2016 at 4:34 PM, Nuno Donato notifications@github.com
|
ah you're right, I just tested now in Linux and the problem persists with those characters in the editor |
+1
The version of godot is 2.0 |
@yixiaoqingyuz try to copy chinese and paste in labels/strings. it wont be displayed in the script editor but works in the editor and in the game i u have the right font |
@trollworkout yes, the Japanese can be pasted in labels,but can't be typed |
Request detectable auto-repeat (Require XKB extension) to support echo events and IME at the same time. Fixes godotengine#29, godotengine#7106 and godotengine#9381.
Workaround for supporting input method frameworks like SCIM, IBus, Fcitx, etc. The locale is set when the application starts. Workaround for input when the input context within the specified input method is not available.
Add compiler flags for windows
2D Fixed Timestep Interpolation
Branding - Add Teki's indigo theme
Trying to type Chinese, Japanese or Korean in OSX fails in the editor fails.
In other words, make a Button, click on the text field, try to type ロード. It doesn't work. Copying from somewhere else and trying to paste it in doesn't work either.
The text was updated successfully, but these errors were encountered: