Thanks everyone for your inputs. Thinking more about it, I believe that scancodes are not the way to go. Even if I want to have the game offer the WASD keys as a starting point, and let's say it would be possible to use scancodes, then what happens when we offer the player to configure the keys themselves. We will probably end up with a mix of scancodes and *normal* keys.
A better way in my opinion would be to have some additional function in pyglet which allow a program to know what is the actual key constant, given a key constant on a defined keyboard layout. Something roughly similar to my_key = get_key_from_keyboard(key.A, "US") This would for instance return the constant key.A on a US keyboard, but would return the key constant key.Q on a french keyboard. And when I say keyboard, I mean virtual keyboard, ie. whatever the user chose to map its keyboard to. Dan Le lundi 10 octobre 2016 17:01:06 UTC+2, Daniel Gillet a écrit : > > Hello, > > For a game, I want to allow the player to move with the keys WASD. But > this is on a QWERTY keyboard. If someone had an AZERTY keyboard, it would > be the keys ZQSD. In pygame and tkinter, it's possible to use the actual > key scancode to uniquely identify a key on the keyboard, no matter what > letter is attached to it. Do you think this would be possible in pyglet? > > I've looked a bit in the code, and it seems like this is not going to be > possible, as pyglet already translate it to a virtual keyboard. But I > thought I would ask, in case someone had a solution. > > Dan. > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
