Hayo! I'm looking forward to the release of 2.2! It's going to be interesting to play around with the mobile ports.
One of the
oldest active issues on the tracker, and in my opinion the greatest shortcoming of SFML, is the lack of proper handling for international keyboard layouts. Nearly every special key on my QWERTZ keyboard is reported as "sf::Keyboard::Unknown", without any way to distinguish what key was actually pressed. Games with rebindable inputs are pretty much restricted to the alphanumeric/modifier keys on non-QWERTY keyboards.
A possible (and previously suggested) solution is to provide direct scancode/VK/KeySym values in sf::Event and allow optionally passing them to a function like sf::Keyboard::isKeyPressed(), as this would at least allow keys to be distinguished locally. An API addition like this shouldn't break any existing code.
The issue is marked as "Milestone: 2.2", but unfortunately, there don't seem to be any pull requests to improve this behavior. I've made a personal workaround/hack that simply adds a systemCode member to the keyboard (and mouse) event struct, but it's undocumented/ugly, slightly buggy on Linux when modifiers are involved, and completely untested on Windows. Still, I'll try my best to contribute if I can.
Anyway, the issue may not exactly be critical, but it is bothering me quite a bit because I'm particularly affected by it.