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#194 Numerical keys not handled on AZERTY keyboards

stable branch
open
nobody
5
2008-11-25
2008-11-25
No

Hi!

The numerical pad at the right side of the AZERTY keyboard doesn't work with PrBoom. By default, I cannot change of weapon, I have to reconfigure the key mapping and then I can't use these numerical keys.

Discussion

  • Julien Gouesse

    Julien Gouesse - 2008-11-25

    This concerns PrBoom 2.4.7.

     
  • RjY

    RjY - 2008-11-27

    I'm not really sure what you're trying to say is wrong here (plus I'm not sure why you're reporting bugs about old versions - I'll assume you have the same issue with the latest)

    I can rebind keypad number keys just fine, but they are separate from the regular top-row number keys. SDL treats them as different keys, and returns different internal keycodes for them.[1]

    If you're saying the keypad keys don't work on your AZERTY keyboard, that would be a strange SDL bug and I wouldn't know what to do about it. As I said they do work on my QWERTY keyboard.

    If however you're saying the keypad keys should produce the same action as top-row number keys, then that is possible, but I'm disinclined to make such a change - I think it's better to have the versatility of being able to map keypad keys differently from top-row number keys (I could see people wanting to use the keypad for movement and the top-row keys for weapon changes, for example)

    I guess the real problem is the backwards nature of Doom's keybindings - it maps each action to a key, and for each action looks to see if the single key for that action is being pressed (and key_fire, mouse_fire and joystick_fire are all separate actions!) Ideally we'd have something more Quake-like, where you'd bind a key to an action, and thus could bind many keys to the same action. That's a fairly major change though, not to mention somewhat controversial (Some users feel that we shouldn't just be demo-compatible with Doom, but also interface-compatible as well)

    --
    [1] SDL's keyboard handling is annoyingly low-level. Another irritation is that it won't handle shifted keypresses for you. For example the program has to note itself that shift is held down, then when 2 is pressed, it has to assume what symbol shift+2 produces (and of course since Doom is American it assumes wrong for European keyboards!)

     
  • Nobody/Anonymous

    I report it with this version because another bug prevents me from compiling the most recent one. Even trying to map the numerical key doesn't work. I will test again. Nor the top-row keys neither the key pad keys work by default in PrBoom.

     

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