ludic/docs/language/input
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
..
_section.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-action.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-active.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-axis.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-axis_i.md feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds 2026-09-02 07:44:41 +03:00
input-bind.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-bind_pad.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-cursor_mode.md feat(input): #89 cursor capture — Input.cursor_mode (hide/lock/confine) 2026-09-02 08:06:34 +03:00
input-down.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-just_pressed.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-just_released.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input-key.md docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards 2026-08-29 17:53:22 +03:00
input-key_down.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-key_label.md fix(input): keys are physical positions on every layout; Input.key_label names them 2026-09-15 23:26:53 +03:00
input-key_pressed.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-key_released.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-mouse_down.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-mouse_dx.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-mouse_dy.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-mouse_x.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-mouse_y.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-move_i.md feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
input-pad_axis.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-pad_button.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-pad_connected.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-poll.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-press.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-pressed.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-rebind.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-record.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-release.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-replay.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-set_mouse.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-set_pad.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-set_touch.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-strength.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-touch_count.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-touch_x.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-touch_y.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-vector.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-wheel.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00