I'm running into a few issues with localizing my games. I'm sure it's just my lack of understanding of how LWJGL handles different keyboard layouts though.
So far, for English, I setup the first 256 keyboard characters into a texture. This is from my default of en_US. Now, there's a chat system in my game, and so long as people use standard en_US characters 0-255, there's no problem. BUT, if someone with a UK keyboard tries to use something like the euro monetary symbol (which I have no idea how to insert here with my en_US keyboard), they bomb out with an error. How does LWJGL see the different symbols? Since there's no Keyboard.KEY_DOLLAR or KEY_EURO, do they come back as the same getEventChar code? Heck, is the euro symbol even in the same place as the dollar symbol?
The raw keycodes actually refer to the positions of the keys on a "standard" US-centric keyboard layout. The getEventChar() stuff is translated from the raw positional code into the OS-calculated derived character code. getEventChar() should work with dead keys and modifier keys too. This means that if the user types € (AltGr-4) then you should get a Euro symbol in getEventChar(). If you were looking at the raw keycodes you'd get KEY_RMENU and KEY_4 keycodes generally - but this isn't guaranteed; the OS has a nice mapping which takes care of all of that for us.
Cas :)