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Foreign keyboard handling issues #1391
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I understand what the 12594 means, but it will be interesting to first find out if this is the engine's or game's behavior, because there's also a possibility that the game script has some kind of transliteration built in. |
There's a newer comment in scummvm's 12594 from HQ author, who confirms that this is a game's behavior. EDIT: it also matches original behavior of a game exe. |
As for 12604, this is a long known issue in AGS; and I think the bug reporter explains correctly that:
The thing is that changing anything there would likely affect any existing game which does key handling, because AGS script in the past did not make any difference between key as a raw key and key as a character. And if the game uses these keycodes for a custom text input, for example, changing their meaning would break that instead. There have to be a way to approach this problem for the new versions of AGS, and separate way for backwards support.
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For the future reference:
For example, on a QWERTY keyboard Keycode and Scancode will be the same, but if using an AZERTY keyboard A should have A keycode and Q scancode, Z should have Z keycode and W scancode, and so forth. |
We've had two foreign keyboard related issues issues reported on the ScummVM bug tracker. I found the instructions in both kind of hard to understand, and with other priorities, I left them on the backburner for a while. But in both cases I realized they mention that the problems are also in your standalone engine as well, so I figured best to pass them onto you to review if they're legitimate bugs, or simply something that can't be fixed:
https://bugs.scummvm.org/ticket/12594
https://bugs.scummvm.org/ticket/12604
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