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# Gcompris

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# 1. Introduction

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## 1.1 Pourquoi GCompris ?

Le but de GCompris est de fournir un logiciel éducatif complet et ouvert. Ce logiciel comprend un ensemble d'activités le plus varié possible couvrant les domaines de l'apprentissage de l'ordinateur, souris, clavier, les domaines d'enseignement généraux, lecture, écriture, langues vivantes, algèbre ainsi que des activités diverses comme des jeux de mémoire, de compréhension du fonctionnement d'une écluse, ...

Aujourd'hui il existe déjà beaucoup de logiciels réalisant individuellement des parties de GCompris. Malheureusement, ils sont difficiles à suivre et à maintenir et ils offrent chacun des interfaces différentes de qualités diverses.

L'objectif de GCompris est de fournir une plate forme de développement pour des activités à valeurs éducatives.

Gcompris fait partie du projet GNU.

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# 2. Manuel utilisateur

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## 2.1 Contrôles

Tous les contrôles sont conçus pour être simples d'utilisation pour les plus jeunes. Pour cette raison, bien que GCompris utilise les librairies Gnome, il n'en suit pas les standards. GCompris est contrôlé avec une souris, il ne peut pas être utilisé sans souris ou système de pointage.

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## 2.2 Zone de jeu

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### 2.2.1 Fenêtre principale

Au démarrage, GCompris présente une interface graphique qui inclut :

1. Liste des activités Chaque icône représente une activité. Lorsqu'on passe la souris dessus, elle est mise en surbrillance et le nom, la description, l'auteur de l'activité est affiché dans la zone 'description des activités'.
2. Zone de description des activités

   Zone de description des activités : Affichage d'une description de l'activité mise en surbrillance. Les descriptions sont internationalisées, c'est à dire traduites dans la langue cible sélectionnée dans GCompris (Voir Internationalisation pour plus d'information sur l'internationalisation).

3. Barre de contrôle : La barre de contrôle est toujours présente dans GCompris. Chaque icône est contextuelle, ce qui signifie quelle n'apparaît que si elle est utilisable dans le contexte courant. La barre de contrôle contient de gauche à droite :

   La barre de contrôle contient de gauche à droite :

   1. Aide: Dans certains cas, une activité peut être trop complexe pour être décrite simplement dans la Zone de description des activités. Dans ce cas, cette fonction donne accès aux informations additionnelles.
   2. Niveau: Les activités proposent en général plusieurs niveaux. Le nombre de niveaux dépend de l'activité.
   3. OK: Certaines activités ne détectent pas automatiquement que l'enfant a terminé la tâche. Dans ce cas, il faut cliquer sur l'icône OK et est équivalent à utiliser la touche `RET` du clavier. La touche `RET` est un raccourci.
   4. Fin: Met fin à l'activité courante, si elle existe, ou, dans la négative, permet de sortir de GCompris. Si on clique sur cette icône au niveau du choix des activités, elle ouvrira une boite de dialogue qui demandera confirmation de la sortie de GCompris.
   5. A propos: La boite de dialogue A propos de GCompris indique le numéro de version, les auteurs, la licence et des liens sur des ressources en ligne.
   6. Configure: Affiche la boite de configuration de GCompris. La configuration est réalisée au niveau de GCompris lorsqu'aucune activité n'est sélectionnée, ou au niveau d'une activité si elle le permet. La configuration est persistante et est sauvée dans le répertoire home de l'utilisateur sous .gnome/GCompris. Ce fichier est un fichier texte qui peut être édité manuellement.

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### 2.2.2 Lancer une activité

Tout simplement dans le menu de départ, sélectionner une activité en cliquant dessus.

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### 2.2.3 Terminer une activité

Dans la barre, sélectionner le bouton 'Retour'.

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# 3. Internationalisation

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## 3.1 Ma langue est-elle supportée ?

GCompris est internationalisé et supporte déjà plusieurs langues. Pour savoir si la vôtre est prise en charge, vous pouvez lancer GCompris et sélectionner votre langue dans l'option de configuration. Si votre langue n'est pas supportée, vous pouvez réaliser la traduction vous même. Pour cela, contacter le mainteneur officiel du projet GCompris.

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## 3.2 Comment traduire GCompris dans ma langue

D'abord, il faut ajouter votre nom de locale dans la variable ALL_LINGUAS du fichier configure.in. Ensuite il faut relancer autoconf pour prendre en compte la modification. `autoconf`

Puis, générer une version à jour du fichier ``gcompris.pot'` en utilisant la commande `cd gcompris/po` `make update-po`

Ensuite, récupérer le fichier ``gcompris.pot'`, le copier dans un fichier nommé ``XX.po'` avec XX étant le nom de votre locale, par exemple 'it' pour italien.

Lisez le fichier généré, il contient tout le texte en Anglais trouvé dans GCompris. Il suffit ensuite de réaliser la traduction dans la zone vide située après la phrase en Anglais.

Pour vérifier la traduction, il faut l'installer avec la commande `make install` au plus haut niveau.

Ensuite, envoyer la traduction au mainteneur de GCompris. Il/Elle l'inclura dans la prochaine version officielle.

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# 4. Guide pour les développeurs

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## 4.1 Pourquoi ajouter vos activités dans GCompris

Si vous avez une idée de tableau que vous aimeriez proposer aux enfants, vous pouvez faire un nouveau projet, appelons le gIdea. Si vous commencez à partir de zéro, il vous faudra tout implémenter, menu, barre de contrôle, gestion des retours utilisateur, mécanismes d'aides, gestion du projet sur le Web, ... Si gIdea n'est pas un gros programme, il peut être plus simple de l'implémenter sous la forme d'une activité de GCompris. De cette façon, vous bénéficiez de l'infrastructure de GCompris et de sa constante évolution. Pour l'utilisateur final, il est aussi plus simple et agréable d'avoir une interface unique et consistante pour un ensemble d'activités plutôt que d'avoir à installer des programmes différents gIdea gFun g... Il n'est pas dans les objectifs de GCompris de devenir un langage de programmation. GCompris est implémenté en C (pour le coeur et les activités). Les activités sont chargées dynamiquement (plugins) ce qui rend possible la création et distribution de l'activité indépendamment de GCompris.

L'implémentation de GCompris est basée sur le canvas Gnome (voir http://www.gnome.org pour la documentation). Le canvas Gnome fournit un widget de haut niveau qui libère le programmeur de la manipulation des bitmaps lors de la réalisation d'applications graphiques. Dans l'implémentation actuelle, il n'est pas possible d'utiliser un autre ensemble de widgets.

Certaines activités de GCompris sont conçues pour accepter de recevoir leurs jeux de données à partir d'un fichier XML. Dans ce cas, ces activités peuvent être réutilisées à condition de comprendre le format de leurs données. Pour rendre cette opération plus simple, et permettre à des non programmeurs d'utiliser ces fonctionnalités, GCompris fournira un éditeur d'activités. Il faut noter que l'activité 'shape' utilisée pour les tableaux de maîtres, par exemple, sait déjà lire et écrire ses données au format XML.

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## 4.2 Comment ajouter vos activités dans GCompris

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### 4.2.1 Vue d'ensemble

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### 4.2.2 GCompris API

GCompris fournit différents services aux développeurs d'activités. Ces services sont décrits dans le fichier gcompris/gcompris.h

- `GnomeCanvasItem *gcompris_set_background(GnomeCanvasGroup *parent, gchar *file);`

  Définit l'image de fond de votre jeu. Vous pouvez trouver de l'aide dans gameutil.h pour charger l'image.

- `void gcompris_bar_set_level (GcomprisGame *gcomprisGame);`

  L'utilisateur a réussi et doit faire le niveau suivant. Avant de l'appeler, `gcomprisGame->level` doit être mis à jour par l'activité.

- `void gcompris_bar_set_timer (guint time);`

  Le 'timer' est une barre de progression qui est normalement utilisée pour informer l'utilisateur de sa progression dans l'activité. Cette valeur doit être comprise entre 0 et 'maxtimer' donnée par `bar_set_maxtimer()`

- `void bar_set_maxtimer (guint time);`

  Établit la valeur maximale de la barre de progression. Ainsi, quand vous créez une activité, vous devez y inclure gcompris/plugin.h pour avoir accès à ces méthodes (déjà inclus dans gcompris/gcompris.h). plugin.h définit également la structure 'BoardPlugin'. C'est le noyau de GCompris. Chaque activité crée son propre 'BoardPlugin' et le renvoie à GCompris quand il est appelé par le point d'entrée get_bplugin_info() `BoardPlugin* *get_bplugin_info ();` La structure 'BoardPlugin' renvoyée doit contenir des 'callbacks' vers vos méthodes d'implémentation. La structure 'BoardPlugin' doit fournir des 'callbacks' vers, au moins :

- `void *GcomprisStartBoard (GcomprisBoard *gcomprisBoard);`

  est appelé par GCompris quand cette activité a été demandée par l'utilisateur.

- `void *GcomprisEndBoard (void);`

  est appelé par GCompris quand l'utilisateur a cliqué sur 'Fin' dans la barre de contrôlé.

Éventuellement, la structure d'une activité GCompris peut contenir des 'callbacks' vers :

- `gint *GcomprisKeyPress (guint keyval);`

  Si l'activité a besoin que l'utilisateur appuie sur des touches, elle doit fournir une méthode de 'callback'. 'keyval' (la valeur des touches ?) n'est pas filtrée et est renvoyée telle que Gnome le fait. Consulter la documentation Gnome pour comprendre comment la manipuler.

- `void *GcomprisOK (void);`

  Cette méthode est appelée quand l'utilisateur clique sur le bouton 'OK' dans la barre de contrôle. C'est une pratique censée que d'aligner le comportement des touches ENTRÉE et RETURN sur celui du bouton 'OK', mais cela ne conviendra peut-être pas à toutes les situations. Pour cette raison, la responsabilité en est laissée à l'implémentation de l'activité.

- `void *GcomprisSetLevel (guint level);`

  Est appelé avec le niveau demandé par l'utilisateur. Fournir le nombre maximal de niveaux que vous proposez dans `gcomprisGame->maxlevel`. GCompris veillera à l'appeler uniquement avec une valeur correcte.

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### 4.2.3 Exemple de duplication d'une activité existante pour créer la vôtre

Ce qui suit décrit toutes les étapes nécessaires à l'adjonction de nouvelles activités à GCompris.

Je décris ici, à titre d'exemple, comment j'ai créé le jeu d'apprentissage de l'heure.

1. Copier une activité existante (la plus proche de votre nouvelle activité). `cp algebra.c clockgame.c`
2. Éditer src/boards/Makefile.am et ajouter le fichier à la liste des librairies LTLIBRARIES, puis ajouter à la fin les entrées pour libclockgame_la_LDFLAGS, libclockgame_la_LIBADD et libclockgame_la_SOURCES. Vous pouvez consulter les exemples dans src/boards/Makefile.am afin de voir comment procéder.
3. Dans clockgame.c, remplacer les occurrences 'algebra' par 'clockgame'.
4. Dans clockgame.c, indiquer les informations correctes pour le nouveau jeu :

   `if(g_strcasecmp(gcomprisBoard->type, "clockgame")==0)`

   vous devez alors créer ou copier la description de l'activité au bon endroit :

   `cp boards/algebra.xml boards/clockgame.xml`

   puis éditer clockgame.xml afin d'y insérer les informations correctes concernant la description de l'activité et son icône. Enregistrer le fichier de l'icône à l'endroit indiqué par clockgame.xml.

5. Dans boards/Makefile.am ajouter votre fichier à la liste en respectant l'ordre alphanumérique. Faire de même dans po/POTFILES.in
6. make devrait compiler le tout sans problème.
7. Il est indispensable de faire un make install, ou l'icône ne sera pas trouvée lors de l'exécution du programme.
8. Au lancement de GCompris, vous devriez voir la nouvelle icône et pouvoir jouer au jeu que vous avez copié. Vous pouvez maintenant coder l'activité dans clockgame.c
9. Mettre à jour le fichier po : `cd gcompris/po` Éditer POTFILES.in et ajouter src/clockgame.c)
10. Ajouter maintenant la traduction dans les fichers po.
11. 'make' puis 'make install' compileront et installeront votre traduction.

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# A. GNU Free Documentation License

Version 1.1, March 2000

    Copyright © 2000 Free Software Foundation, Inc.
    59 Temple Place, Suite 330, Boston, MA  02111-1307, USA

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    The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. See http://www.gnu.org/copyleft/.

    Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License "or any later version" applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation.

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### A.0.1 ADDENDUM: How to use this License for your documents

To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page:

      Copyright (C)  year  your name.
      Permission is granted to copy, distribute and/or modify this document
      under the terms of the GNU Free Documentation License, Version 1.1
      or any later version published by the Free Software Foundation;
      with the Invariant Sections being list their titles, with the
      Front-Cover Texts being list, and with the Back-Cover Texts being list.
      A copy of the license is included in the section entitled ``GNU
      Free Documentation License''.

If you have no Invariant Sections, write "with no Invariant Sections" instead of saying which ones are invariant. If you have no Front-Cover Texts, write "no Front-Cover Texts" instead of "Front-Cover Texts being list"; likewise for Back-Cover Texts.

If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software.

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# Concept Index

Jump to: | A B C F G I O Q

| Index Entry | Section

A |  |
| A propos de GCompris | 2.2.1 Fenêtre principale

B |  |
| Barre de contrôle | 2.2.1 Fenêtre principale

C |  |
| Configuration de GCompris | 2.2.1 Fenêtre principale

F |  |
| FDL, GNU Free Documentation License | A. GNU Free Documentation License

G |  |
| GUI | 2.2 Zone de jeu

I |  |
| Icône A propos | 2.2.1 Fenêtre principale
| Icône Aide | 2.2.1 Fenêtre principale
| Icône Configure | 2.2.1 Fenêtre principale
| Icône Fin | 2.2.1 Fenêtre principale
| Icône Niveau | 2.2.1 Fenêtre principale
| Icône OK | 2.2.1 Fenêtre principale
| Interface | 2.2 Zone de jeu

O |  |
| Objectif de Gcompris | 1.1 Pourquoi GCompris ?

Q |  |
| Quitter GCompris | 2.2.1 Fenêtre principale

Jump to: | A B C F G I O Q

[Top] | [Contents] | [Index] | [ ? ]

# Table of Contents

- Concept Index

[Top] | [Contents] | [Index] | [ ? ]

# About This Document

This document was generated by Charlie & on March, 12 2006 using texi2html 1.76.

The buttons in the navigation panels have the following meaning:

Button | Name | Go to | From 1.2.3 go to
--- | --- | --- | ---
[ < ] | Back | previous section in reading order | 1.2.2
[ > ] | Forward | next section in reading order | 1.2.4
[ << ] | FastBack | beginning of this chapter or previous chapter | 1
[ Up ] | Up | up section | 1.2
[ >> ] | FastForward | next chapter | 2
[Top] | Top | cover (top) of document |
[Contents] | Contents | table of contents |
[Index] | Index | index |
[ ? ] | About | about (help) |

where the Example assumes that the current position is at Subsubsection One-Two-Three of a document of the following structure:

- 1. Section One
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This document was generated by Charlie & on March, 12 2006 using texi2html 1.76.