MonoGame.Extended
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[Gui] Multi-byte character support (for different languages) in the TextBox
I am using WINDOWS, MonoGame.Extended.GUI library GuiTextBox, I can not open the IME, I want to enter multi-byte characters, not just single characters, how should I do?
Not currently supported.
Honestly, I'm not even sure where to start with this. I don't know how I would test it or what use cases it would need to cover (I presume different languages).
Yes, I use Chinese language. I saw in the example of MonoGame.Extended.GUI using DestopGL IME can be called out, but there is no way to multi-byte characters into the text box.
If you want to have a go at implementing it yourself go head.
I'm not in a position to do it anytime soon.
Well, still have to thank you very much. I will find ways to solve multi-byte characters
http://community.monogame.net/t/i-encountered-a-problem-with-the-input-method/10577/6
I initiated this question to the monogame community and got a reply. But I do not know how to start, monogame.extended will help me solve this problem?
Sorry to say, this is not going to be a priority anytime soon. Chances are it won't be implemented unless someone else has a very strong desire to do so.
We could really use some help with this issue.
If anyone has any experience with multi-byte characters please let us know.
https://github.com/RabbitStewDio/Steropes.UI
I am looking for a project that supports inputting multiple bytes, but it uses spriteFont, I think we can learn from it.
@craftworkgames, I have been working on modifying MonoGame to support multibyte characters(see my forks). The main issue is the lack of support within .Net/Mono for a single object solution(required for XNB support). Char only stores 16-bit values, requiring 2 Chars for full UTF-32 encoding. (not to mention the multi-char sequences, such as the flag of England) While, this does not help with the IME keyboard issue, I have created a platform dependent solution that renders text by passing a String to the system to render to a Bitmap. Please see here for the Gist for the Android version. (I have a Windows version as well, but it does not perform as well as the Android version, let me know, if you would like for me to post it).
@stromkos That's really cool. Thanks for posting. I'm not really in a position right now to work on this issue but I'm sure what you've done will come in useful at some point to someone.