dinput: the DIK_ keycode is not the same as the scancode.

Michael Karcher wine at mkarcher.dialup.fu-berlin.de
Thu Jul 31 01:53:02 CDT 2008


Am Mittwoch, den 30.07.2008, 18:12 -0600 schrieb Vitaliy Margolen:
Disclaimer: I didn't thoroughly read the thread, but if I understood
the problem area correctly, the following comments apply:

> And even if Wine returns different DIKs on different keyboard layouts for 
> some questionable keys. Why is it a problem? In all the programs and games 
> I've seen one can remap their keys to whatever they want.
It is a problem, because Wine should be compatible to Windows. Also, I
wouldn't understand why the key containing minus and underscore would be
called "slash" in the game.

> The reason I'm so against adding extra X calls - it dramatically affects 
> latency of the input. We already have horrid latency with mouse. All because 
>   thread that talks to X is busy doing other things.
Thats why you should not look up what DIK code to use on each key event,
but once on DirectInput initialization you should create a map from vkey
do DIK. SDL uses something like the DIK codes seem to be with their SDLK
constants. As SDL is also LGPL one might take a look into SDL how it is
implemented there.

Regards,
  Michael Karcher




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