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Messages - VCras

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Window / Re: How to detect keyboard layout?
« on: March 07, 2017, 05:37:08 pm »
Thank you. Thor looks interesting  :). If anyone knows of a cross-platform, documented library for doing detecting keyboard layouts (Edit: or which would provide scan code support), could you let me know?

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Window / Re: How to detect keyboard layout?
« on: March 07, 2017, 04:49:58 pm »
Thank you for your swift reply  :D. I'd still like an answer to my questions.
Detecting layout seems like a very basic feature - don't other game libraries do it?
I don't want to annoy my players at all.

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Window / How to detect keyboard layout?
« on: March 07, 2017, 04:23:02 pm »
I'm using the latest version of SFML with C++. I want to program my controls so that they change depending on keyboard layout. I have 2 questions:

1.) How can I detect the layout of the users' keyboard (QWERTY, AZERTY, Dvorak, etc)? (I do not want to ask the player for their keyboard layout. It's not professional.) If SFML can't help (I don't see anything in the docs), could you tell me a cross platform way of doing it (ideally with user-friendly documentation)?

Note: Mac OS is not supported in https://github.com/SFML/SFML/pull/568. So this is not a solution.

2.)Let's say, (for the sake of argument), I'm using AZERTY and I press Q. Will this activate sf::Keyboard::isKeyPressed(sf::Keyboard::Q)? Or will it activate sf::Keyboard::isKeyPressed(sf::Keyboard::A) (A being the key in QWERTY that is in the same place as Q in AZERTY)?

Thanks! Sorry if I seem demanding at all; I'm in quite a muddle. I'd greatly appreciate your help  ;D.


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Window / Re: Controller mappings.
« on: October 14, 2016, 11:42:32 pm »
Thank you for the image - that's very useful! :) It surprises me that mappings are hard to find. It would be fantastic for a comprehensive list to be available online - especially as I suspect they may differ across operating systems.

Edit: I'm finding it really hard to find Xbox One mappings.

Edit: this thread has Xbox 360 mappings: http://en.sfml-dev.org/forums/index.php?topic=16748.msg120279#msg120279 Seems funny that both triggers share an axis!

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Window / Re: Controller mappings.
« on: October 14, 2016, 09:24:11 pm »
I have - but it's not pretty, because remappers have images of the mapping displayed on the screen, e.g
Jump - [A] (as an image, rather than Output 13 or whatever)
In order to do this, I need the mappings!
In addition, there are a lot of fun little games out there, and it should be as easy as humanly possible for players to just pick up and play - few games force the player to involuntarily remap (edit: map inputs to outputs) immediately, as this is hassle.
So I disagree.


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Window / Controller mappings.
« on: October 14, 2016, 06:31:53 pm »
I want my SFML program to support PS3, PS4, Xbox 360 and Xbox One controllers, on Mac and Windows. My understanding is that for every OS (and driver) there is a different mapping. Are there comprehensive lists of these mappings online? ( I've googled 'controller mappings' extensively.) I don't have Xbox 360 or Xbox One controllers, and so cannot test everything. Cheers.

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