I am using the Windows binary distribution of Flightgear just
  downloaded. Flightgear takes a long time to start, but the
  display, sound and everything is fine - except for the input
  devices.

  There is a mouse and keyboard connected via the PS/2 ports and
  both are working with every other application, including other
  GUI-based games. The version of Windows is Windows 98.

  Flightgear ignores every key pressed whatsoever. (I pressed
  nearly every key on the keyboard after trying the keys being
  described in the manual first. Numlock was activated.)

  I also tried to use the mouse to control the throttle and by
  moving the mouse while holding the left mouse key down: the
  controls on the panel did move indeed.

  But this raised new problems: Even after releasing all mouse
  keys, the mouse could not be used to access the menu and the
  panel anymore. Whenever the pointer was moved out of an inner
  rectangle of the screen, it was repositioned back into this
  invisible rectangle. So the brake or the menu could not be
  reached using the mouse pointer. (This eventually was solved
  by restarting the game.)

  But, anyways, I usually prefer the keyboard to other input
  devices, when given a choice.

  I changed the input device from »joystick« to »keyboard« in
  the launcher application called »FlightGear Wizard« and
  restarted the program, but to no avail.

  I have one hint, that the software senses at least something
  from the keyboard: When I click on [File], the file menu opens
  and stays open for an arbitrary time, but when I then press a
  key (any key), the menu is closed again after about 0.7
  seconds. So, in this special situation, the programm in a
  sense »acknowledges« the press of a key.

  After »File/Browse Internal Properties«, a window appears.
  When I then press »page down«, the »devices« directory is
  shown. This might indicate that the program receives key
  events, but interprets them in the wrong way. (I can control
  this dialog with the mouse.)

  Next, I found this in data/keyboard.xls:

## uncomment this line to get keycode reports printed to the terminal window
# setlistener("devices/status/keyboard/event", func(n) 
debug.dump(n.getValues()));

  So, I uncommented the line. It printed ugly ANSI Escape Sequences
  that where not interpreted by my console window, but after removing
  them, I seem to be able to read this (when pressing »NUM-9« twice):

{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 1 }
{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 0 }
{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 1 }
{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 0 }

{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 1 }
{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 0 }
{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 1 }
{ key: 0, modifier: { meta: 0, shift: 0, alt: 0, super: 0, ctrl: 0, hyper: 0 }, 
pressed: 0 }

  The game seems to sense that a key is pressed and release,
  which is reported twice for each actual press-and-release
  event, but it seems to see the wrong key-code »0«. (I assume
  each key is sensed as »key: 0«.)

  So, what else could I try to be able to use the keyboard?

  PS: I have not subscribed, but will read answers in the
  web archive.


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