I just took a look as well, and the key mappings do indeed look to be
hardcoded to the scancodes.
On Friday, October 14, 2016 at 7:01:27 AM UTC+9, swiftcoder wrote:
> I'm actually not sure why this is occurring in the first place.
> I just poked through pyglet's Cocoa implementation, and it is using
> scancodes directly.
> Are we sure they are getting remapped on an AZERTY keyboard?
> On Thu, Oct 13, 2016 at 12:34 PM, Daniel Gillet <dan.gi...@gmail.com
>> 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.
>> Le lundi 10 octobre 2016 17:01:06 UTC+2, Daniel Gillet a écrit :
>>> 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.
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