[gcompris-devel] i18n falling letters
Yan Seiner
yan at cardinalengineering.com
Tue Feb 10 14:12:08 UTC 2004
OK, I've got some progress, but I want to make sure I'm on the right
track as far as inclusion in the mainstream. Much of the UTF-8 code is
taken from fallingwords.
I propose to have letters files for each language, much in the same way
that fallingwords has vocabulary files in each language. The files
would have the following format:
level1 nnnnnnnnnnnnnnn
level2 mmmmmmmmmmmmmmm
level3 oooooooooooooooo
level4 pppppppppppppppppp
level5 qqqqqqqqqqqqqqqqqqqq
level6 rrrrrrrrrrrrrrrr
あ 3
え 5
ア 3
where each level would have all the letters the user wants to see in
play at that level.
A keymap begins after level 6; this allows the user to map keys on the
keyboard to specific unicode chars. The reason I'm doing this is that
it's just too cumbersome to use the kana input method in Japanese;
there's just too many keystrokes and the game becomes one of keyboard
manipulation rather than letter recognition.
So, a user can map the keyboard key '3' to the character 'あ' for
example. Thus when 'あ' appears in the falling letters, the child has
to push the key '3' (which, on a Japanese keyboard, is marked as both 3
and あ) and so on. Multiple mappings are allowed, so keys can be used
for '3', 'あ', and 'ア', all of which are generated by the same key on a
Japanese keyboard.
The program will check the keymap first, and if it fails to find a
mapping, will then do a unicode conversion and compare the unicode
keystroke with the unicode falling char. This will hopefully allow full
integration with various input methods later.
Comments, etc. welcome. I'm hoping to have alpha code sometime next week.
--Yan
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