From 4dd9f61bfda155bbdd153d40d4a7be0805050afa Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Mon, 22 May 2023 11:30:42 -0700
Subject: [PATCH] Don't map the top keyboard row to numbers when using the
one-handed DVORAK layouts (thanks @tormol!)
Fixes https://github.com/libsdl-org/SDL/pull/5127
(cherry picked from commit a2f4783e753e499c7f6660bf34e337618239a72f)
---
include/SDL3/SDL_keycode.h | 2 +-
src/events/SDL_keyboard.c | 33 ++++++++++++++++++++-----
src/video/windows/SDL_windowskeyboard.c | 6 ++---
3 files changed, 30 insertions(+), 11 deletions(-)
diff --git a/include/SDL3/SDL_keycode.h b/include/SDL3/SDL_keycode.h
index 1e11a2e4da95..9f4953c01b7d 100644
--- a/include/SDL3/SDL_keycode.h
+++ b/include/SDL3/SDL_keycode.h
@@ -40,7 +40,7 @@
* an SDLK_* constant for those keys that do not generate characters.
*
* A special exception is the number keys at the top of the keyboard which
- * always map to SDLK_0...SDLK_9, regardless of layout.
+ * map to SDLK_0...SDLK_9 on AZERTY layouts.
*/
typedef Sint32 SDL_Keycode;
diff --git a/src/events/SDL_keyboard.c b/src/events/SDL_keyboard.c
index de07c168d19c..005812b7c18f 100644
--- a/src/events/SDL_keyboard.c
+++ b/src/events/SDL_keyboard.c
@@ -702,20 +702,41 @@ void SDL_SetKeymap(int start, const SDL_Keycode *keys, int length, SDL_bool send
SDL_Keyboard *keyboard = &SDL_keyboard;
SDL_Scancode scancode;
SDL_Keycode normalized_keymap[SDL_NUM_SCANCODES];
+ SDL_bool is_azerty = SDL_FALSE;
if (start < 0 || start + length > SDL_NUM_SCANCODES) {
return;
}
+ if (start > 0) {
+ SDL_memcpy(&normalized_keymap[0], &keyboard->keymap[0], sizeof(*keys) * start);
+ }
+
SDL_memcpy(&normalized_keymap[start], keys, sizeof(*keys) * length);
- /* The number key scancodes always map to the number key keycodes.
- * On AZERTY layouts these technically are symbols, but users (and games)
- * always think of them and view them in UI as number keys.
+ if (start + length < SDL_NUM_SCANCODES) {
+ int offset = start + length;
+ SDL_memcpy(&normalized_keymap[offset], &keyboard->keymap[offset], sizeof(*keys) * (SDL_NUM_SCANCODES - offset));
+ }
+
+ /* On AZERTY layouts the number keys are technically symbols, but users (and games)
+ * always think of them and view them in UI as number keys, so remap them here.
*/
- normalized_keymap[SDL_SCANCODE_0] = SDLK_0;
- for (scancode = SDL_SCANCODE_1; scancode <= SDL_SCANCODE_9; ++scancode) {
- normalized_keymap[scancode] = SDLK_1 + (scancode - SDL_SCANCODE_1);
+ if (normalized_keymap[SDL_SCANCODE_0] < SDLK_0 || normalized_keymap[SDL_SCANCODE_0] > SDLK_9) {
+ is_azerty = SDL_TRUE;
+ for (scancode = SDL_SCANCODE_1; scancode <= SDL_SCANCODE_9; ++scancode) {
+ if (normalized_keymap[scancode] >= SDLK_0 && normalized_keymap[scancode] <= SDLK_9) {
+ /* There's a number on this row, it's not AZERTY */
+ is_azerty = SDL_FALSE;
+ break;
+ }
+ }
+ }
+ if (is_azerty) {
+ normalized_keymap[SDL_SCANCODE_0] = SDLK_0;
+ for (scancode = SDL_SCANCODE_1; scancode <= SDL_SCANCODE_9; ++scancode) {
+ normalized_keymap[scancode] = SDLK_1 + (scancode - SDL_SCANCODE_1);
+ }
}
/* If the mapping didn't really change, we're done here */
diff --git a/src/video/windows/SDL_windowskeyboard.c b/src/video/windows/SDL_windowskeyboard.c
index 18547f313048..45c488790a6d 100644
--- a/src/video/windows/SDL_windowskeyboard.c
+++ b/src/video/windows/SDL_windowskeyboard.c
@@ -130,10 +130,8 @@ void WIN_UpdateKeymap(SDL_bool send_event)
}
/* If this key is one of the non-mappable keys, ignore it */
- /* Not mapping numbers fixes the French layout, giving numeric keycodes for the number keys, which is the expected behavior */
- if ((keymap[scancode] & SDLK_SCANCODE_MASK) ||
- /* scancode == SDL_SCANCODE_GRAVE || */ /* Uncomment this line to re-enable the behavior of not mapping the "`"(grave) key to the users actual keyboard layout */
- (scancode >= SDL_SCANCODE_1 && scancode <= SDL_SCANCODE_0)) {
+ /* Uncomment the second part re-enable the behavior of not mapping the "`"(grave) key to the users actual keyboard layout */
+ if ((keymap[scancode] & SDLK_SCANCODE_MASK) /*|| scancode == SDL_SCANCODE_GRAVE*/) {
continue;
}