We've invested some time to improve this situation for the games we port, at least to some extent.
Keyboard input is read as a combination of scan code + win32 virtual key information to determine the physical key pressed on your keyboard.
This way the keybindings are (almost) independent of the keyboard layout.
However, we also reflect your current key bindings with dynamic button prompts that tell you which key to press in game. For this we translate the determined physical key back through the selected keyboard layout to figure out what the corresponding label on your keyboard might be.
Most of this is just win32 API shenanigans, but the following post provides a bit more detail on reading inputs this way.
However, we also reflect your current key bindings with dynamic button prompts that tell you which key to press in game. For this we translate the determined physical key back through the selected keyboard layout to figure out what the corresponding label on your keyboard might be.
Most of this is just win32 API shenanigans, but the following post provides a bit more detail on reading inputs this way.
https://blog.molecular-matters.com/2011/09/05/properly-handl...