I want that 2bytes(Unicode) font is displayed in the editor(Storyboard, Frame and Event editor) of MMF2.
Is it included in the following build?
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I want that 2bytes(Unicode) font is displayed in the editor(Storyboard, Frame and Event editor) of MMF2.
Is it included in the following build?
I believe this is the newest post about this....
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=132540&Searchpa ge=1&Main=18714&Words=unicode&Search=true#Post1325 40
http://www7a.biglobe.ne.jp/~bp-827z/...storyboard.png
http://www7a.biglobe.ne.jp/~bp-827z/...rameEditor.png
http://www7a.biglobe.ne.jp/~bp-827z/...ventEditor.png
It is a display of Unicode on the editor that I say.
The day when Unicode comes to be displayed correctly on the editor of MMF2 is waited for.
I know it's not a real substitute for proper Unicode handling, but until the real support gets implemented maybe you can set it up through Windows as some kind of first aid? I tested it with Chinese characters and it works...
[img:left]http://i44.tinypic.com/242vn0w.jpg[/img]
I can try it out on friend's Japanese Windows if I get a chance later.
Is it non-Unicode language setting?
It is set to Japanese in Japanese Windows.
"Hiragana" ,"Katakana" and "Chinese character" is not correctly displayed in the state.
We are actually completing the Japanese version of MMF2. We are going to need beta testers for this version. Are you interested in testing it? I'll post more info when we'll start the beta tests.
Of course! I want to test it. :D
When is the beta test of MMF2 Japanese version begun?
Either this week-end, or early next week.
hey Yves, I have japanese application here if you want I can beta test it (I made using that workaround for unicode I posted in the articles). Also one question about it, the MMF2 unicode porting means the door opened for text blitter to have unicode support as well?
Thanks,
Hmm... that depends on what's behind the door. :)
Some changes are required so that the Text Blitter object works with more than 256 characters, but that's very possible.
I would prefer to send you the beta version of MMF2 Unicode so that you can test yourself if your application works in Japanese, if you don't mind, as I can't read Japanese. :)
Yves, may I test the Unicode version of MMF2 as well? I have a Japanese localization that I need to do and it would be a godsend not to have to render all of the text into active objects! :D
All right, looking forward to it :)Quote:
Originally Posted by Yves
ps: I don't read japanese either but I have the translation table document heheh
Thanks Yves.
OK. I am looking forward to it.Quote:
Originally Posted by Yves
Does it only support to Unicode?
Is the display language in the interface translated into Japanese?
The Japanese version is a full Japanese version. All the interface is translated.
GREAT JOB!!! :DQuote:
Originally Posted by Francois
Is a next beta test version such a content?
Thanks.
Just out of curiosity, anyone who has build an app using english version, then use the workaround I described in the article, will be able to open this file in japanese version and just build it right away or some procedure will be needed?
I'm not sure if I understand the question? The Unicode version can load non-Unicode applications and texts, it converts them to Unicode. Also it supports non-Unicode extensions. PS: this version doesn't work on Windows 9x, the stand-alone applications created with it either.Quote:
Does it only support to Unicode?
When you load an application created with the current version of MMF2, MMF2 Unicode asks you for the language of this application, so it can correctly convert the texts to Unicode. This language code is also used when sending/retrieving text to/from 3rd party extensions that are not converted to Unicode.Quote:
Just out of curiosity, anyone who has build an app using english version, then use the workaround I described in the article, will be able to open this file in japanese version and just build it right away or some procedure will be needed?
That's interesting, thanks Yves!