Quote from: "Matzon"Why can't you use keycode/characters?
You ask and respond according to keycodes, and UI wise you use the characters ?
I assume you mean
"If the key does not have a character("up","home"...), than use the Keyboard.getKeyName() on the keycode, otherwise use the character."
1.
-This way the non-character keys are not internationalised, although looking at my keyboard i hope all of theese are always on the same place, so maybe it is not a problem.
-there are keys with characters, but are not really character (escape char code #27, tab #9, back #8, enter #13), but maybe there are not many of theese. (Is there a list somewhere?)
-Returned chars depend on modifiers, for example the caps lock. Ok ok, i may lowercase them. I hope noone will hold shift+press button "1" when setting a key. ;)
2.This is worst:
I started with creating a frame, where the user can set the screen size, fullscreen/findowed, and set the keys. And when he clicks button "play" the game starts (like some games have). I was "wow im ready and it is so cool", and then I realized I cannot use java VK_ java-keys in the LWJGL-keyboard. :(
So either I put the key-selection inside the game (damn), or use the new AWTGLCanvas (damn). (BTW, the AWTGLCanvas and the Display.create are not consistent Keyboard-wise (KeyEvent, Keyboard).)
P.S.: Just looked at the UT2K4 key-setting, and it recognises the keys cool, even if I set the locale from hun to eng (shift+alt), the key-names appear with the eng-names. This is what I call professional.
P.S.2: I would like to say that the I like LWJGL 99.5%, it is just the Keyboard-handling that is driving me nuts.
I think Ill choose the keycode/char combo path you suggested.