Hi !
> > As I worked on the windows port, I discovered that Direct Input
> > returns keyboard scan codes. Since I don't want to reinvent the wheel (
> > too much anyway!!),
> For targets that can only produce scancodes I suggest we keep it
> simple - make the inputlib only convert scancodes to GII labels
> according to US keymapping, keep track of modifier state, and set
> the sym field to the same as the label field. This is enough to
> make most (all current) games as well as XGGI to work.
> Then we write a filter which will do real keymapping according to
> a config-file (filter-keyboard is a bit too generic for doing a full
> keyboard map, and should be kept that way), and generated events
> with prober sym fields.
O.K. - I can take care of that. I've written keyboard mappers for several
OSes now, so I should be able to quickly hack something up
Marcus: I see more activity again, especially on your side. Maybe we should
meet in IRC again soon and see that we get the final issues fixed and a
final release out (before Xmas ?).
I will be very busy until next Thursday, when I will have a demonstration
deadline for a system I developed, and I'll be out of town this weekend, so
I suggest next weekend for a meeting.
We should then decide what really needs fixing (the PingPong issue I will
detail in another mail e.g.) and do that and then freeze out a final
release.
--
= Andreas Beck | Email : <[EMAIL PROTECTED]> =