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Keyboard

Started by September 17, 2000 03:54 AM
4 comments, last by SKSlayer 24 years, 2 months ago
In france/belgium, we have a keyboear like this azertyuiop qsdfghjklm wxcvbn In USA it''s like this qwertyuiop asdfghjkl zxcvbnm in most GL demo I play (expecially FPS), the keyboard has been setup like w : Go forward s : Go backward a : Strafe left d : Strafe right The only problem is that, my belgian keyboard does not have these keys at the same position, so it requires a lot of arm/finger twisting to get it to work So, how can I code an app that will recognise european A and American Q as the same key ???
(you can find me on IRC : #opengl on undernet)
Couldn''t you just make your game customizable? so that the user can choose their own keys?
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That would be your best bet... Unless you wanted to try and code in a keyboard language change... That will make you press the proper keys, but the letters on each key will be different than those in your readme.txt... Meaning you could include in your readme.txt the keys for american and french keyboards.

S.
Just wondering ... doesn''t DirectInput get rid of the problem


I saw a few amateur progs (like you and me do) that uses the same keyboard wheither it is a american or french, that''s cool

And (almost) all commercial apps do it (Half life doesn''t do it as instance, but Quake3 does)


But, This is a call too .... I am getting pissed off about demo that just get weird controls ...
(you can find me on IRC : #opengl on undernet)
GameDev.Net has an article to convert scan-codes.
It might be what you need to do programmable stuff
1) have an array of DI Key scan codes diks[256]
2) and an array of convertion_values[256]
3) might want ignore the conversion to ascii aspect

ZoomBoy
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Edited by - ZoomBoy on September 17, 2000 9:34:09 PM
i thought all keyboards had a type, like 101, whatever

why not poll the os to determine what kind of keyboard it is and go from there. certainly this is in the win api?

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