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Keyboard issue on Haiku (my port) #324
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the PC keyboard scan codes are guessed from the SDL scancodes. I guess they are wrong when running on Haiku (but right on linux) |
@theclue have you been able to look at which scancodes values are given in event.key.keysym.scancode ? |
Not yet (I'm not a developer so I hardly find my way into source code). However I've got a feedback from one of the main core devs at Haiku about scancodes. Fyi: haikuports/haikuports#3275 (comment) |
OK so a mapping from SDL or Haiku (Be) keycodes back to PC scan code has to be done... |
The keycodes used in Haiku are as defined here: https://www.haiku-os.org/docs/api/keyboard.html |
After a couple of years, I'm going to resurrect the porting to Haiku. So I was wondering if the project is still active and if there're some chances to have support on this. Additionally, Haiku port additions could be eventually added upstream here, perhaps? |
well I wil happily consider any pull request to add Haiku support. |
Good evening,
this is not exactly an issue but rather a request for advices/support.
I'm porting OpenDUNE on Haiku. The port works and the game is playable, although with no sound, with a minor patch you can fine here (mostly related to system paths). This is based on OpenDUNE v0.9 release.
The game builds well on both SDL and SDL2, but with the latter is extremely slow, so I rever back to SDL for now.
But I have a serious issue with keyboard: basically all the keys are totally messed up (for example, hitting 'n' send the code for '9'). I noticed it while naming a savegame.
The issue goes away with SDL2 (but as I said, the game is unplayable with SDL2).
Do you have an idea on what could cause the issue?
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