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#472284 - 04/18/18 18:37 [Done] [Paid] Unicode Keyboard Input
Superku Offline
Senior Expert

Registered: 09/13/03
Posts: 6761
Loc: Kiel (Germany)
Hello!
I'm in need of Unicode keyboard input support in my A8 game(s). I've been struggling with it and want to ask if there's someone around who wants to give it a try.

What I need:
- Receive Unicode keyboard input, via direct or IME input. Characters consisting of more than one button press (like [] and [e] resulting in ) must be supported still.
For testing IME support, install the Japanese language pack (only takes a couple of seconds) and activate it.

- Required final format: ANSI character or Unicode in UTF16 short (array) to be used with str_createw().

- You may need to create a DLL for this. I will need its source code.

Time:
3 weeks from now on, the sooner, the better.

Payment:
- 150Euro via Paypal.

Contact me via forum PM or e-mail: felix_pohl at web.de

Thanks for reading.


Edited by Superku (04/23/18 12:45)
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"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Superku The Game

Severely outdated footage: http://store.steampowered.com/app/407570

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#472367 - 04/23/18 12:44 Re: [Done] [Paid] Unicode Keyboard Input [Re: Superku]
Superku Offline
Senior Expert

Registered: 09/13/03
Posts: 6761
Loc: Kiel (Germany)
The task has been completed.
_________________________
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Superku The Game

Severely outdated footage: http://store.steampowered.com/app/407570

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#472409 - 04/26/18 13:59 Re: [Done] [Paid] Unicode Keyboard Input [Re: Superku]
Firoball Offline
Senior Expert

Registered: 09/10/03
Posts: 9835
Just out of curiosity: do you want to share how was it solved?
A separate Unicode window with separate message pump?

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#472415 - 04/26/18 16:18 Re: [Done] [Paid] Unicode Keyboard Input [Re: Firoball]
Superku Offline
Senior Expert

Registered: 09/13/03
Posts: 6761
Loc: Kiel (Germany)
Sure, Quad figured it out:
He created a "custom" acknex.dll that delegates pretty much all function calls into the real acknex.dll except for a couple of functions like CreateWindowExA. He hooked those and replaced them with their Unicode alternatives. So far all lite-C functions behave the same (including the video_... commands) except that the window receives real Unicode characters.
Those are collected in the usual on_message approach.

Thanks for your help as well, Firoball!
_________________________
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Superku The Game

Severely outdated footage: http://store.steampowered.com/app/407570

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#472418 - 04/26/18 18:49 Re: [Done] [Paid] Unicode Keyboard Input [Re: Superku]
Kartoffel Offline
Expert

Registered: 06/11/09
Posts: 2210
Loc: Bavaria, Germany
Clever solution. I wouldn't have thought about using a proxy dll.
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