At 12:25 PM +0100 2/15/06, Thomas Tempelmann wrote:
> >Now, consider you want to tell the user to
press the "z" key for "down left".
>
>But what if the user has a German keyboard? Then you'd have to tell him
>to press the "y" key instead. And to figure that out, you need a way to map
>scan codes to character codes of the local keyboard.
That's what Keyboard.KeyName is for. Just tell him to press
Keyboard.KeyName(&h06) for "down left". Works fine for me.
(Remember, I don't use the QWERTY layout either.)
But it does not give me the code for modifier combinations - that's
what is missing (as I've written in the original msg of this thread,
but it can't hurt to repeat that more often :)
I realize that, but that's not the "what if" I
was responding to above. For a game, you want to
display the label on the key -- that's exactly
what .KeyName does. You're not going to say
"press ΒΌ to switch to plasma thrusters" (that's a
pi character, in case it got mangled); you're
going to say "press the P and Option keys to
switch to plasma thrusters", where these key
names are exactly what .KeyName gives you.
So, should I start a new topic so that everyone understands that the
current solution is not sufficient even though here do?
No, you should just try to bolster your argument
with examples that actually apply, rather than
examples of things you can already do perfectly
well.
Best,
- Joe
--
Joseph J. Strout
[EMAIL PROTECTED]
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