Difference between revisions of "Keymapper"

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(→‎For engine developers: Mention game controller mapping requirements)
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* Keymaps can be situational, thus engines may define multiple keymaps. Keymaps can be enabled / disabled at any time to select which actions are relevant for the current situation. For example for a RPG game there may be one keymap for the overworld, one for combat and one for shops.  
* Keymaps can be situational, thus engines may define multiple keymaps. Keymaps can be enabled / disabled at any time to select which actions are relevant for the current situation. For example for a RPG game there may be one keymap for the overworld, one for combat and one for shops.  
* Text input needs special care in conjunction with the keymapper. Given that keys can be remapped, players may want to remap, for example, the arrow keys to WSAD. But then when text input is required, it is no longer possible to type those letters because they map to the arrow keys. The solution to this issue is to disable the keymap that handles key shortcuts while a text input widget is focused.
* Text input needs special care in conjunction with the keymapper. Given that keys can be remapped, players may want to remap, for example, the arrow keys to WSAD. But then when text input is required, it is no longer possible to type those letters because they map to the arrow keys. The solution to this issue is to disable the keymap that handles key shortcuts while a text input widget is focused.
* Keep in mind that some ports may not have a keyboard and mouse. The default input mapping should include mapping for game controllers.


== For backend developers ==
== For backend developers ==