Hi Brad, did you tried my change with adding the new extra line in GraphicsWindowWin32.cpp ? I think it will fix it. This way the key that was being translated to WM_CHAR will be passed as WM_KEYDOWN as well
-Nick On Mon, Sep 20, 2010 at 5:51 PM, Jean-Sébastien Guay < [email protected]> wrote: > Hi Brad, > > > Robert- One issue with including both the translated and untranslated >> keys in the event is that there is not a one to one mapping. In windows >> sometimes 3 key presses will translate to one WM_CHAR (translated key) >> message and they don’t even need to be pressed at the same time (in the >> case of dead keys). Whereas I believe there is a one-to-one between >> WM_KEYDOWN and key presses… >> > > I don't think that's a problem, in that case there will be 3 keydown > events: > > - the first two would have an untranslated key code but the translated code > would be invalid (say -1 so the app can recognize it and just do nothing if > it only wants translated codes) > > - and the third event would have both a translated and untranslated codes > (both would be valid). > > Thus apps that want raw keypresses could get them, and apps (or > osgWidget::Input) that need translated keys could just ignore keypresses > where the translated code is invalid. > > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [email protected] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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