Comments (9)
Can you please try specifying the path to a Japanese TTF file in the FYNE_FONT environment variable?
This should correct the display of the characters, but I am not certain if it requires additional work for input support.
We will be able to make a better user experience by adding some fyne_config app in the future where fonts could be selected visually or language chosen etc...
Added in change 7d2d312
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Apologies we have not completed the unicode support. There is a work in progress (PR #56) which you could perhaps test if you are interested.
Otherwise we will revisit this issue once that new code is landed.
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Tried to execute hello
but failed:
hajimehoshi@Hajimes-MacBook-Pro ~/fyne/cmd/hello
$ go run .
# fyne.io/fyne/driver/gl
../../driver/gl/gl_darwinfix.go:10:5: warning: 'NSOpenGLContext' is deprecated: first deprecated in macOS 10.14 - Please use Metal or MetalKit. [-Wdeprecated-declarations]
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.14.sdk/System/Library/Frameworks/AppKit.framework/Headers/NSOpenGL.h:202:12: note: 'NSOpenGLContext' has been explicitly marked deprecated here
# fyne.io/fyne/driver/gl
../../driver/gl/gl.go:158:17: undefined: oksvg.ReadIconStream
EDIT: I added go.mod
to test this outside GOPATH.
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OK this was my mistake: oksvg
in my go.mod
was old.
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I think rendering is not perfect, but it worked. Thank you!
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I run the demo on Mac, tried to alter the welcome title by simply adding 2 Chinese characters, looks like it does not support internationalization yet. I wish it could be added in the future.
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Can you please try the suggestion higher in this ticket? #63 (comment)
Unicode is supported, but we don’t bundle font files for all languages yet.
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The higher is still the same. I think it will partially work with Japanese since there are 2 kinds of characters in Japanese, one is like English(a character set with about twice the number in ASCII) and #63 might have fixed it with #63, another kind is like traditional Asian characters like Chinese with a large character set, each character with 2+ bytes presentation in Unicode , which did not be fixed. This may cause a larger code change - probably need to alter all font drawing related "string" type to []rune and iterate with rune instead of byte. It is just my guess. Really hope to see this fixed soon.
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Can you please provide a code example of what does not work? We have had reports that Chinese is working fine after loading the right font so I assumed multibyte was working. We have attempted to use []rune under the hood so if we’ve missed somewhere this should get fixed
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