Hi Colin, On Thu, Jun 4, 2009 at 4:25 PM, Colin Steinberg <colin.steinb...@googlemail.com> wrote: > Have you considered some kind of layered approach? Maybe an immediate > interface to the physical keycodes, sending events for every _key_ press > and release. Another layer could then use the windowing-system mappings > to convert these events to _character_ press/release events.
The window-system key mapping is something you want to do inside the windowing specific code paths in osgViewer i.e. GraphicsWindowX11/GraphicsWindowWin32 etc, so do this externally would complicate things. Would could potentially put some kind of abstraction layer for this functionality, but there is a danger of this all getting rather convoluted. We may have to take a complicated route to get a full solution. I'm open to suggestions on different solutions, perhaps we can come up with a solution that is small addition to what we already have, provide users the additional control/informtation when/where they need it without being too intrusive. Right now may favored tweak would be adding support for non modified key codes into GUIEventAdapter. This would just be an initial step. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org