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In game inputs from non english layouts should be treated as their qwerty equivalent (like SDL2 scancodes) #8039
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duplicated issue with #7106 ? |
Nope. Editor works pretty much as intended it's just that different keyboard languages are not being taken in consideration during input. |
Mhh can't reproduce using a german keyboard layout, all keys seem to trigger the correct input. (OpenSUSE Tumbleweed, both 2.1.2 and master) |
russian and ukrainian layouts not working. Most likely it depends on char type. If char matches english layout then all is cool. Try ö or something like that. |
I am talking game input, not editor input. Add german char to input map and watch game fail. |
Alright. |
Nope. Issue asks for support of non ascii binding, I ask for input to be layout independent. |
So, yes, it's a duplicate, but you want a different solution. Doesn't mean it's not the same underlying issue :) |
Well, not really? Binding a non ascii character is different from using non ascii characters with default english binds. Well, whatever makes your cookie crumble :D |
In Linux, maybe this is addressed with the attached patch against master. I found this due to troubles with modifiers+non-letter keys on a dvorak keyboard causing dropped presses and releases, but maybe it applies also to non-english layouts? If not, I can open a different issue. This is my first time contributing, not totally sure the right place or way to do things! In the code there seemed to be confusion between X11 keycodes (unique per physical key) and keysyms (might be many per physical key). Godot seems to expect a "scancode" that is basically unique per physical key, but is numerically similar to keysyms or'd with modifiers (unlike native x11 keycodes). The old code used XLookupString to get a "keycode", but that actually returns a keysym filtered by modifiers, messing things up when doing "out of sync" modifier presses/releases for non-letter keys. Instead using XLookupKeysym(xevent,0) always returns the first in a list of keysyms for that keycode, which as far as I can tell seems to be unique, but I've only tested on a US keyboard (qwerty and dvorak). |
@tomlechner look here for how to contribute http://docs.godotengine.org/en/3.0/community/contributing/pr_workflow.html |
Thanks. I opened a pull request #18185. On re-reading, this issue hinges on similar sections of code, but my patch doesn't address tracking keys across keyboard mappings. |
Bump for Scancode (as opposed to Keycode in SDL terminology) exposure. |
Linux Kubuntu 16.10 Godot 2.1.2 x64 official
Self descriptive. After switching layouts, in game inputs from keyboard are ignored.
Expected behavior: processing inputs as if they are from english layout.
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