[MC-2781] Chinese, Japanese and Korean (and probably other IME entered languages) characters not working (fixed for Windows) Created: 11/Nov/12 Updated: 11/Aug/22 Resolved: 16/Oct/15 |
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| Status: | Resolved |
| Project: | Minecraft: Java Edition |
| Component/s: | None |
| Affects Version/s: | Minecraft 1.4.2, Minecraft 1.4.7, Minecraft 1.5.2, Minecraft 1.6.2, Minecraft 1.6.4, Minecraft 1.7.1, Minecraft 1.7.2, Minecraft 1.7.4, Minecraft 14w02c, Minecraft 14w03a, Minecraft 14w03b, Minecraft 14w06b, Minecraft 14w08a, Minecraft 1.7.5, Minecraft 14w11b, Minecraft 1.7.9, Minecraft 14w20b, Minecraft 14w21a, Minecraft 14w21b, Minecraft 14w34c, Minecraft 14w34d, Minecraft 1.8-pre1, Minecraft 1.8-pre2, Minecraft 1.8-pre3, Minecraft 1.8, Minecraft 1.8.1, Minecraft 1.8.2-pre6, Minecraft 1.8.3, Minecraft 1.8.8, Minecraft 15w31c, Minecraft 15w32b, Minecraft 15w33b, Minecraft 15w40b |
| Fix Version/s: | Minecraft 14w34c, Minecraft 15w43a |
| Type: | Bug | ||
| Reporter: | Wilson | Assignee: | [Mojang] Grum (Erik Broes) |
| Resolution: | Fixed | Votes: | 123 |
| Labels: | None | ||
| Environment: |
Mac, Windows, Linux |
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| Attachments: |
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| Issue Links: |
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| Confirmation Status: | Confirmed | ||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
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Hi, Since Minecraft 1.1, Chinese Player cannot type chinese word in minecraft chatting.. in minecraft 1.4.2 the bug is still not fix.. I hope it can be fix soon in next version Thanks |
| Comments |
| Comment by P.-H. Liu [ 11/Aug/22 ] |
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This issue is about CJK Input Method Editor (IME) not functioning; your problem is about console output, and probably is not limited to CJK texts (since yours is an encoding problem.) Please do not confuse two different problem that happens to both affect CJK texts. |
| Comment by AgentM [ 10/Aug/22 ] |
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I would like to add that up until 1.19.2 there is still no support for these characters in server console stdout and therefore latest.log will contain question marks instead of these symbols. This is because the encoding of the stdout is not set to UTF-8 |
| Comment by Roy Sajima [ 26/Oct/17 ] |
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In 17w43a, Japanese IME seems to work too. |
| Comment by Joongi Kim [ 26/Oct/17 ] |
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17w43a snapshot now uses LWJGL v3 (all former Minecraft versions used v2) and the Korean IME seems to work well on macOS finally. |
| Comment by TOM_Harrison [ 06/Dec/16 ] |
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I found the IM in linux is force close in C code |
| Comment by TOM_Harrison [ 06/Dec/16 ] |
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There are no fix in linux by using gcin, and no other third party solution now. |
| Comment by Jiahao Li [ 05/Mar/16 ] |
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When fix for Mac? |
| Comment by Trejkaz [ 23/Oct/15 ] |
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@Kumasasa I know (I'm already watching it). I was addressing someone who claimed that this bug has been fixed, when it has not actually been fixed yet. |
| Comment by Kumasasa [ 23/Oct/15 ] |
| Comment by Trejkaz [ 22/Oct/15 ] |
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I find it hard to call this "fixed" when it still doesn't work for many people... Maybe change your wording to "thanks to Grum for fixing this bug for some of us". The rest of us will continue waiting and expect a fix some time before 2035. |
| Comment by P.-H. Liu [ 22/Oct/15 ] |
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Traditional Chinese IME on Windows is confirmed fixed as well. Anyway, many thanks to Grum on fixing this bug! |
| Comment by Joongi Kim [ 22/Oct/15 ] |
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For a better solution, we need to patch LWJGL as well. |
| Comment by Trejkaz [ 22/Oct/15 ] |
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Confirming that Japanese at least still doesn't work on Mac OS X 10.11. It behaves the same as before - latin characters come out even if I'm not using the English input method. |
| Comment by KM Tu [ 22/Oct/15 ] |
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Sadly, it still does not work on Mac OSX 10.10.5. Neither Chinese nor Japanese IME work. If the developer need any other information (such as log file), please let me know. |
| Comment by Joongi Kim [ 22/Oct/15 ] |
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Finally 15w43a on Windows works well with Korean IME! Anyway, thanks a lot! |
| Comment by kakao0125 [ 16/Oct/15 ] |
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i really really appriciate grum thank u i'm crying ㅠㅠ |
| Comment by Lauris [ 16/Oct/15 ] |
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Thank you Grum! I always were very frustrated that I can't type Japanese directly into Minecraft. You made my day, can't wait for next snapshot ^^ |
| Comment by [Mojang] Grum (Erik Broes) [ 16/Oct/15 ] |
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Tried implementing the above-mentioned fix. Though that path was never reached when getEventKeyState() returned false, does now with some extra changes. Please check it in the next snapshot |
| Comment by Kyle Rex [ 07/Oct/15 ] |
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Can we get word from someone up top about whether this will be considered to be fixed by 1.9? Chat functionality is a very basic bug that affects tons of people without a voice to complain. It's been four years since chat broke!! |
| Comment by P.-H. Liu [ 07/May/15 ] |
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There is a post on 巴哈姆特 (One of the biggest gaming forum in Taiwan) a few months before this bug created: http://forum.gamer.com.tw/C.php?page=1&bsn=18673&snA=35796 (Traditional Chinese) The op provided class file replacement (for release versions) which when patched (using the old-school replace-file-in-jar method), this problem is fixed. This post is continuously updated with new releases, currently providing fixes for 1.7.2 through 1.8.2-pre4 before the post was locked by board mod when other users replying to this three-year-old post. He posts later updates on his user page of that site: http://home.gamer.com.tw/homeindex.php?owner=a0918430588 (Also Traditional Chinese) Recently I finally got some time to work out what he did to the class to fix the problem. Here is what I found. Take the 1.8.3 patchfile he provided for example: The method he changed in axv.class is l(). This method is roughly like this: public void l() { if(org.lwjgl.input.Keyboard.getEventKeyState()) { this.a(org.lwjgl.input.Keyboard.getEventCharacter(), org.lwjgl.input.Keyboard.getEventKey()); } this.j.Z(); } (I javap'ed the class file and recreated the method from bytecode by myself; fortunately this method is very small – only ten bytecode instructions. For the same reason, the class name / method name is the obfuscated name except the calls to LWJGL.) public void l() { char ch = org.lwjgl.input.Keyboard.getEventCharacter(); if(ch >= 32 || org.lwjgl.input.Keyboard.getEventKeyState()) { this.a(ch, org.lwjgl.input.Keyboard.getEventKey()); } this.j.Z(); } (Again, this is recreated from javap result by myself. ch is using a local register to store, so I reckon he had a local variable for it; the name ch is arbitrarily chosen.) This fixed the problem. I havn't used LWJGL before, so I don't really know why this fixed the problem; my guess is that since we need multiple keystrokes to enter one character, the event getting the character is different from the keystroke event. (I have a wild guess here: in this case, LWJGL only get the final character event; the intermediate keystroke events are eaten by IME. I don't know if this is true or not.) Since the character event is not associated with any key, its getEventKeyState() return value is meaningless and probably LWJGL just return false in these case, which then causes l() to discard this event. Hope this information can help Mojang developers to fix this problem once and for all. |
| Comment by DONG JIN PARK [ 03/Feb/15 ] |
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1.8.2-pre6 still not fixed |
| Comment by Kumasasa [ 13/Dec/14 ] |
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@all: Please stop the off topic discussion about any translation. |
| Comment by siiftun1857 [ 05/Dec/14 ] |
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Please update BUG-version to add minecraft 1.8.1and pre-1.8.1-4. |
| Comment by John Chen [ 25/Oct/14 ] |
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i'm sorry for add an mod attachment. i only want to help developers to fix the bug |
| Comment by GrygrFlzr [ 25/Oct/14 ] |
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John Chen, this is a bugtracker, not a mod hosting site. Feel free to host the mod else-where and link to it, but it does not belong as an attachment for this issue. |
| Comment by John Chen [ 25/Oct/14 ] |
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People use this patch to fix the bug by putting this into minecraft.jar. Hopefully it can help you(developer). |
| Comment by Joongi Kim [ 28/Aug/14 ] |
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1.8pre3 looks same regarding this issue. I (and probably other CJK users) want even a partial solution (for Windows) to be applied before the official release of 1.8, and expect fundamental fixes in collaboration with the LWJGL community in a foreseeable future. (A good example is SDL's text input APIs: https://wiki.libsdl.org/Tutorials/TextInput . IME implementation was a part of community participation in Google Summer of Code 2010.) |
| Comment by Joongi Kim [ 26/Aug/14 ] |
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I just checked out 1.8-pre2 on Windows 8.1 + Java 1.7, but it still completely ignores IME-based character inputs on the chat input. |
| Comment by Kyle Hong [ 26/Aug/14 ] |
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checked for 1.8-pre2 |
| Comment by pcchou [ 25/Aug/14 ] |
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@Joongi Kim, |
| Comment by Joongi Kim [ 25/Aug/14 ] |
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@Torabi,
Unfortunately LWJGL does not have any kind of IME-related APIs, such as enabling/disabling IME. It just delivers WM_CHAR messages like key strokes. We need to collaborate with LWJGL developers to solve this issue ultimately. |
| Comment by Joongi Kim [ 25/Aug/14 ] |
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In Mac, LWJGL seems to deliver only the first component of the character being composed. BTW, I believe that even a partial solution for Windows users would be much appreciated by CJK users. |
| Comment by Joongi Kim [ 25/Aug/14 ] |
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@Torabi, As I mentioned above again, Windows automatically fall-backs to OS-provided UI (the composition window you see) if the application does not explicitly call IME-related APIs to control rendering of intermediate results of character composition. In such cases, WM_CAHR window message delivers the composition results and LWJGL seems to pass them to Minecraft but the event key state says "not pressed" and thus Minecraft ignores them. For native Windows application like notepad, the OS-provided text input control internally manages IMEs and character composition process. |
| Comment by [Mod] Torabi [ 25/Aug/14 ] |
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Windows 7 64bit, Japanese IME: The composition window appears when typing, whether the chat input is open or not. Thus, the game doesn't respond to the controls. Characters are not inserted into the chat box when it's open either. |
| Comment by Joongi Kim [ 22/Aug/14 ] |
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1.8 prerelease on Windows 8.1 does not work with IME. Is it postponed to next minor releases? |
| Comment by pcchou [ 21/Aug/14 ] |
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Please add Linux Platform into the Environment list... On Linux there are no mod workaround for it. |
| Comment by Joongi Kim [ 20/Aug/14 ] |
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I've tested 14w34d on a Mac (OS X Mavericks, Java 1.6, OS-default Korean IME) and it did not work completely. |
| Comment by Monojkl [ 20/Aug/14 ] |
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This mod work for 1.7.10 , you need forge , but you can type in fullscreen (japanese IME work) |
| Comment by Evan Lindsay [ 20/Aug/14 ] |
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Just checked and it doesn't work. Perhaps you can take a look into MinecraftIM at http://forum.minecraftuser.jp/viewtopic.php?t=153 It does appear to work, although you can't type in fullscreen and you have to disable the ime to play. Additionally it's outdated, last version was for 1.6.2. |
| Comment by ja731j [ 20/Aug/14 ] |
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Not fixed in 14w34d. |
| Comment by Joongi Kim [ 20/Aug/14 ] |
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I neither confirm this issue fixed on Windows version (8.1 64bit, Java 1.7, with the vanilla launcher). |
| Comment by KM Tu [ 20/Aug/14 ] |
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Can any other one confirm this fix? I have tried 14w34c on my Mac, but I still cannot type any Chinese or Japanese characters. No IME window is shown at all, and only English letters are printed out. I am using Mac OSX 10.9.4, Java 1.6.0_65 64bit, Google Japanese IME UPDATE: For Chinese (and Japanese Kanji), one pronunciation is mapped to many characters, that is why there is a need of IME for the user to select the final printed character. The problem of Minecraft now seems to be that the IME window is completely unusable. So I do not think this issue can be called fixed for the current snapshot. |
| Comment by Evan Lindsay [ 20/Aug/14 ] |
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@Grum I'm glad to hear that. |
| Comment by [Mojang] Grum (Erik Broes) [ 19/Aug/14 ] |
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Played around with this today, might be fixed. |
| Comment by Wyatt Ward [ 28/Jul/14 ] |
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I am a native english speaker but I still think this should be implemented as soon as possible. Just my opinion. |
| Comment by Joongi Kim [ 22/Jul/14 ] |
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Thanks a lot, @Torabi! Ultimately in-game composition window will be the best solution, but it involves huge efforts to modify LWJGL and Minecraft itself. |
| Comment by [Mod] Torabi [ 22/Jul/14 ] |
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An in-game composition window would be preferable, but if external floating windows are what foreign language users are used to, in Minecraft or other software, then it may not be as much of a problem as grum believes it to be. There's an interesting comment here about the use of getEventKey(), specifically that the LWJGL documentation recommends this instead: (Keyboard.getEventKey()==Keyboard.KEY_NULL) ? Keyboard.getEventCharacter() : Keyboard.getEventKey() The same information is present on issue 59 at the LWJGL bug tracker. This may also fix the issue of Minecraft ignoring keyboard input when an IME is enabled. The comments in |
| Comment by Joongi Kim [ 20/Jul/14 ] |
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Mojang, please apply and release the quick fix as a snapshot to allow testing by the public, the CJK users in particular. |
| Comment by Joongi Kim [ 20/Jul/14 ] |
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Googling shows me two more similar patches. https://bitbucket.org/ChickenBones/notenoughitems/pull-request/9/fixed-the-input-problem-with-cjk/diff |
| Comment by Joongi Kim [ 20/Jul/14 ] |
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@Torabi, I think just "not ignoring false return value of getEventKeyState()" will be a good starting point for Mojang even though they do not have experiences on IMEs. @Calvin's links do the same thing, but have different methods to patch Minecraft class files. Floating/external windows are implemented by IMEs, not by Minecraft. If you use standard text inputs for your Java application, you do not have to think anything about IMEs. It's OS-provided function. For Minecraft, the root cause of this problem is that it uses "custom" text inputs that processes only single (English) key strokes. Just allowing IMEs to pass their composition results to the text inputs will work, and the first step is not to ignore the key events when getEventKeyState() returns false. |
| Comment by Calvin Lai [ 18/Jul/14 ] |
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The current method of fixing 1.7.x as follow. |
| Comment by [Mod] Torabi [ 18/Jul/14 ] |
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I believe the current concern is the interface. They'd rather not depend on a floating, external window for character selection/conversion, which means they'd have to implement an interface themselves. And I don't think anyone on the Minecraft team has much, if any, experience with IMEs or the languages that require them. |
| Comment by Joongi Kim [ 18/Jul/14 ] |
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Is there any progress to this issue? |
| Comment by Evan Lindsay [ 23/Jun/14 ] |
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I'm also hoping that a fix for this is implemented in the near future as I would love to be able to type Japanese. I'm also working on my own game which I want to support additional languages, so perhaps if I come across a solution I might post some information regarding how to fix the issue. |
| Comment by Joongi Kim [ 02/Jun/14 ] |
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So I suggest following steps to fix this issue: 1. A very quick fix: accept characters with getEventKeyState() = false in the text fields and sign/book inputs. 2. More decent fix: create an IME text input layer in either Minecraft or LWJGL. The problem is that implementing it correctly for all platforms (Linux, Mac, and Windows) might require huge efforts. Unfortunately I know some basics of IME handling on Windows (I've contributed to implementation of on-the-spot composition support in PuTTY. See iPuTTY project and related source code.) but none on other platforms. |
| Comment by ja731j [ 02/Jun/14 ] |
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"Keyboard Input (Windows)" from MSDN explains what kind of Windows Messages are sent from the IME. I haven't figured out how Messages are handled in LWJGL, but these are the classes that actually handle them. Somehow the Keyboard class can access the information. I do not know how. |
| Comment by Joongi Kim [ 02/Jun/14 ] |
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I found that getEventKeyState() function returns false if the key is not pressed down when the function is called. Generally, checking/polling the key state (down or not) using DirectInput or jinput is useful for in-game control keys (e.g., WASD) but NOT useful for text inputs. It should not be used for implementation of text inputs. The concept of "text" is much more sophisticated than just delivering keystrokes to the application. It involves translation of keystrokes into abstract symbols and interpretation of the sequence of symbols using automata, and etc. Unless game developers want to implement all of these steps manually, they should allow interaction with OS-provided IMEs. Please have a look at a custom Korean IME: http://moogi.new21.org/en/ngs/index.htm & http://moogi.new21.org/ngs_menu2.htm to glimpse how complex the process is. |
| Comment by Joongi Kim [ 01/Jun/14 ] |
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FYI: Using ja731j's test program and a Korean IME (with LWJGL 2.9.1 downloaded inside .minecraft/libraries directory and Java natives in .minecraft/versions/1.7.9/1.7.9-natives), the result is: false :한 false :글 false :입 false :력 false :도 false : false :잘 false : false :되 false :나 false :요 false :? Note that copy-and-paste Korean texts from notepad works fine. (Of course it's prohibitly inconvenient as Minecraft shows the game menu whenever it losts the focus...) |
| Comment by Joongi Kim [ 31/May/14 ] |
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Thanks for testing ja731j. I think if the following requirements are satisfied, it will be perfect.
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| Comment by [Mod] Torabi [ 29/May/14 ] |
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So this could be trivial to fix, if it can be shown that ignoring the result of Keyboard#getEventKeyState() does not cause other problems. |
| Comment by ja731j [ 29/May/14 ] |
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Minecraft + LWJGL can handle CJK text properly. Run Minecraft 1.7.9 and leave it on chat mode, and paste the following on Windows PowerShell. [void] [System.Reflection.Assembly]::LoadWithPartialName("'Microsoft.VisualBasic") [Microsoft.VisualBasic.Interaction]::AppActivate("Minecraft 1.7.9") [void] [System.Reflection.Assembly]::LoadWithPartialName("'System.Windows.Forms") [System.Windows.Forms.SendKeys]::SendWait("これはテストです") How input from the Windows PowerShell script and the IME are handled in LWJGL can be easily checked with my small test program. --- exec-maven-plugin:1.2.1:exec (default-cli) @ LWJGL_Test --- true :こ true :れ true :は true :テ true :ス true :ト true :で true :す false :あ false :い false :え false :む false :い false :ー While "これはテストです" is from PowerShell, "あいえむいー" is from the IME. GuiScreen#handleKeyboardInput() in net.minecraft.client.gui discards inputs if Keyboard#getEventKeyState() is false. |
| Comment by [Mod] Torabi [ 29/May/14 ] |
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I don't believe LWJGL needs to provide any IME-related APIs, because Java already supplies a platform independent one. Minecraft's custom textbox shouldn't be a problem either. I think the biggest barrier to making progress on this is simply that there probably isn't anybody at Mojang who is familiar with IMEs or CJK languages. Unicode support in Minecraft has been improving, however. The recent internal changes to chat functionality should also make this easier to implement. I just tried using the Microsoft IME in Windows 7, and it prevents Minecraft from responding to the letter keys on the keyboard, and yet still doesn't work for entering CJK text. Considering that the movement controls default to WASD, that's kind of an issue. |
| Comment by Joongi Kim [ 28/May/14 ] |
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I bump this issue again, as Minecraft Realms became available world-wide. In my private server, I use a IRC-Minecraft mediator bot to translate English keystrokes to Korean characters to run the vanilla server and clients. |
| Comment by kkround [ 07/Apr/14 ] |
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Maybe enable multi-byte input? |
| Comment by Monojkl [ 01/Apr/14 ] |
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Mojang , minecraft start to be very famous in Japan , and many japanese dońt speak english , so it´s why its very usely for chinese and other too i think ... |
| Comment by ja731j [ 22/Mar/14 ] |
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kkround, this bug will only get fixed when Mojang understands that bug is a major problem among CJK users. |
| Comment by Kyle Hong [ 21/Mar/14 ] |
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When can fix this bug? |
| Comment by Kyle Hong [ 17/Mar/14 ] |
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Doesn't work in latest build(14w11b) |
| Comment by lisa [ 02/Mar/14 ] |
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It still not work in Minecraft 14w08a/1.7.5 |
| Comment by lisa [ 16/Jan/14 ] |
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It still not work in Minecraft 14w03a/14w03b |
| Comment by lisa [ 16/Jan/14 ] |
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It still not work in Minecraft 1.7.4/14w02c |
| Comment by David Hunt [ 09/Nov/13 ] |
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For what it's worth, the jd-gui decompiler will let you read those .class files. They don't look particulary scary; someone with access to minecraft source should be able to figure out where the patches have been made, roughly what those were and get a solid lead on what needs to be done to fix keyboard input in minecraft. |
| Comment by Calvin Lai [ 04/Nov/13 ] |
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@ZambiblaisanOgre No, i didn't make it. It's from a Chinese forum. The author is probably waiting for the 1.7.2 MCP in order to fix the bug. For now, we can't type chinese on 1.7.2 minecraft and most of the people can't type english. |
| Comment by ZambiblaisanOgre [ 03/Nov/13 ] |
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@Calvin Lai Hi there! In one of your posts, you posted a link to two files, for Minecraft 1.6.2 and 1.6.4 to enable the input of characters. They work great! Did you make these patches, or did you get them from a public link? I can't find a version for 1.7.2. Do you know if any exists? But I wish Mojang fixed this bug, if it is this easy to fix! P.S: Sorry, I wouldn't be able to do it myself, I have no idea of how to edit .class files, what program to use, and which parts of .class files to edit (the code is all 'Double-Dutch' to me). |
| Comment by Calvin Lai [ 28/Oct/13 ] |
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reproducible in 1.7.2 release. with window 7 |
| Comment by ja731j [ 28/Oct/13 ] |
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Bug is still reproducible in 1.7.2 release. |
| Comment by Calvin Lai [ 28/Oct/13 ] |
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This bug is fixable via applying patches to minecraft.jar 1.6.4 patch: https://www.dropbox.com/s/l10xfirssjxvnch/mc1.6.4%20chinese%20input.zip if someone just open these classes and take a look at what they've changed. that'll fix the problem. |
| Comment by kappa [ 15/Oct/13 ] |
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With the latest nightly builds of LWJGL, users on Mac/OS X should be able to type any Unicode characters (including Chinese, Japanese and Korean). |
| Comment by ja731j [ 08/Jul/13 ] |
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The cause of this bug is in GuiScreen#handleKeyboardInput(). Keyboard#getEventKeyState() returns false for non-keyboard input. |
| Comment by Anton Sanarov [ 08/Jul/13 ] |
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In the 1.6.2, the input is lost when using Microsoft Japanese and Korean IMEs |
| Comment by ja731j [ 20/Apr/13 ] |
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To check if this is an LWJGL bug I wrote a simple program which prints characters obtained by Keyboard.getEventCharacter(). I also checked the decompiled 1.5.1 source and I found that in net.minecraft.src.GuiScreen, |
| Comment by ja731j [ 18/Apr/13 ] |
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The summary of this bug should be changed since this is an IME related issue and also affects Japanese and other languages which uses IME. |
| Comment by ja731j [ 18/Apr/13 ] |
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In 13w16a: |
| Comment by Wilson [ 05/Feb/13 ] |
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Yeah, It still not work in Minecraft 1.4.7 |
| Comment by David Hunt [ 28/Dec/12 ] |
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Not being able to type in your native language is actually a pretty big issue to have. Particularly if your language is big on homonyms... The issue here is not 'How do I build an IME?' but 'How do I do IME-friendly input in Java/lwjgl?' Some m18n best practices documents should help shed some light on this. Evidently, at least two people have found a way to fix this for minecraft (nihongoMOD and MinecraftIM), so this is not an unsolvable problem. There are other input issues that deserve attention (the old release of lwjgl packaged with minecraft has some IME related bugs affecting at least linux) but IME support in vanilla minecraft would be a very, very nice thing to have, as nobody should have to mod minecraft just to be able to communicate. |
| Comment by GrygrFlzr [ 13/Nov/12 ] |
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I know they can access the API, but Minecraft doesn't use a generic textbox. How would that interface with it? |
| Comment by ANBO Motohiko [ 13/Nov/12 ] |
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Many systems, include Java, have Input Method API and/or libraries. |
| Comment by GrygrFlzr [ 11/Nov/12 ] |
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Wouldn't this sort of count as a feature request though, as it requires the addition of a new component to recognize pinyin to hanzi (or romaji to kanji/hiragana) conversion? |
| Comment by Kumasasa [ 11/Nov/12 ] |
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Ok, reopened |
| Comment by ANBO Motohiko [ 11/Nov/12 ] |
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Different problem. I'm Japanese, and I can use Japanese letters by copy-pasting in Minecraft. |
| Comment by Mortvert (Mort Imert) [ 11/Nov/12 ] |
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Please, use search function in the future to look if the bug isn't already posted. |