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>
1 KiB
1 KiB
bump: patch
type: fix
Keys are physical positions on Windows and macOS, whatever the layout - Input.key_down('w')
is the key above S on every keyboard.
- Windows keyed the held set by the character the active layout gave a virtual key, so
a game's WASD belonged to whatever the layout put there: on AZERTY W and A were other
keys, and with an input method on (Chinese, Japanese, Korean) every letter arrived as
VK_PROCESSKEY and no letter key worked at all. The typing block is now read from the
scancode; the arrows, the numpad and the F-keys still go by virtual key, and the frame
key (
Input.key, typing) keeps the layout's character. - macOS did the same through
charactersIgnoringModifiers; it now readskeyCode. Input.key_label(key)names a key for the player in their own layout -'w'shows as "W" on QWERTY and "Z" on AZERTY - so a game that shows its bindings never shows a key the player cannot find. Windows reads the layout; headless, macOS and the browser give the US character.