ludic/selfhost
Orkuncakilkaya 619476ffed fix(input): keys are physical positions on every layout; Input.key_label names them
The Windows runtime keyed the held set by the character MapVirtualKeyA gave a
virtual key, so a game's WASD belonged to whatever the active layout put there,
and with an input method on every letter arrived as VK_PROCESSKEY. The typing
block is now read from the scancode (the arrows, numpad and F-keys still by
virtual key); macOS reads keyCode the same way. Input.key_label(key) names a key
in the player's own layout (Windows) or as its US character elsewhere.

Verified on Windows with SendInput into a live window: VK_Z carrying W's scancode
holds 'w', VK_PROCESSKEY carrying A's holds 'a', Caps Lock changes nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 23:26:53 +03:00
..
backend fix(input): keys are physical positions on every layout; Input.key_label names them 2026-09-15 23:26:53 +03:00
frontend fix(input): keys are physical positions on every layout; Input.key_label names them 2026-09-15 23:26:53 +03:00
golden chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
support feat(compiler): list literals, typed compound assignment, file:line diagnostics 2026-09-05 01:12:16 +03:00
tests feat(compiler): list literals, typed compound assignment, file:line diagnostics 2026-09-05 01:12:16 +03:00
ludicc.seed.ll fix(input): keys are physical positions on every layout; Input.key_label names them 2026-09-15 23:26:53 +03:00
ludicc.win.seed.ll fix(input): keys are physical positions on every layout; Input.key_label names them 2026-09-15 23:26:53 +03:00
main.ludic feat(jobs): real OS threads - Job.parallel_for, fn name, thread-safe Sync 2026-09-15 13:52:22 +03:00