[SDL] Tux Paint 0.9.17 released
Nicolas Goy - 時期精霊 - Goyman.com SA
kuon at goyman.com
Tue Jul 3 01:20:43 PDT 2007
On Jul 2, 2007, at 9:58 PM, Bill Kendrick wrote:
>
>
> Why do you SDL folks care? Well, this new version now includes
> Input Method support (with support for Japanese and Korean text
> input),
> using our own IM codebase.
>
In the game I'm working on (SDL based or course), I will need to
implement japanese text input on MacOS X, Windows and Linux.
On all platform, the input UI will be made by us in OpenGL (scrolling
in the chars and so on), as it's a fullscreen game.
So, basically, what I need is a simple API which takes the user input
(an ascii string) and returns me a bunch of info (current kana,
available possibilities...), of course, this is to simplify, but
that's just to place the kind of API I want.
At the moment, I have 0 experience in coding IM, I know how to use
them (and know that MacOS X japanese input is far better than MS
thing) but that's all.
What was your approach (yea I know, I could dig in the code, but
before I wanna know the general idea) ?
Is anybody experienced with IM?
In my point of view, there is two major "choices", creating adapters
to OS IM or bundling an IM lib. As, in our scenario, we have to do
all the interface, I would go for the IM lib, as it would unify the
user experience on all platforms.
Just to stay on topic, if I have to use a lib to have a cross
platform IM support, I will create an SDL compatible lib.
Regards
--
Kuon from japan.
"Your computer requests another OS, deny or allow?"
Blog:
http://kuon.goyman.com/
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