Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

In-game keyboard configuration

An area for discussing new ideas and additions to Oolite.

Moderators: another_commander, winston

User avatar
tsoj
Deadly
Deadly
Posts: 199
Joined: Wed May 18, 2016 8:19 pm
Location: Berlin
Contact:

Re: In-game keyboard configuration

Post by tsoj »

phkb wrote: Thu Jun 30, 2022 9:40 pm
That's great news! And you've probably mentioned this elsewhere, but what flavour of Linux are you running?
I'm using Manjaro with Gnome.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4667
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: In-game keyboard configuration

Post by phkb »

When I put together the new keyboard config screen, I made an assumption that you would not end up with fewer keys defined. That is, if a key was defined for a function, you will always have a key defined. However, as Cody's post above shows, that logic doesn't necessarily hold for every scenario, and sometimes you might want to disable a key function, especially if you're running with a joystick.

So, my thinking is to do something similar to the joystick config screen, and add "u" to unset a function. Given there is "r" to reset a function back to the original setting, it's probably safe enough, in that if someone accidentally unsets the "pitch up" key, it's a fairly simple matter to get it back. I won't, however, add "ctrl-u" to unset all keys! :D

Thoughts?
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16064
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: In-game keyboard configuration

Post by Cody »

phkb wrote: Mon Jul 04, 2022 6:28 am
... add "u" to unset a function.
That'll do nicely!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Cholmondely
Archivist
Archivist
Posts: 5025
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: In-game keyboard configuration

Post by Cholmondely »

phkb wrote: Mon Jul 04, 2022 6:28 am
I won't, however, add "ctrl-u" to unset all keys! :D

Thoughts?
That would nicely recreate my experiences when I first tried playing!

Your work sounds superb. I look forwards to trying it out!

We just need new .oxp's for Azerty keyboards, Qwertz, Cyrillic, Turkish etc. Maybe even link them in with changing the languages as the old language keyboards used to do.

Actually, maybe if we could find one or two languages with hardly any games, we could, say, port Oolite to Tadjiki and become the national computer game of Tadjikistan! There could be myriads of young Tadjikis cursing Phkb's keyboard tweaks in every other breath! Would not that cement our future as the future of the future?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4667
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: In-game keyboard configuration

Post by phkb »

Cholmondely wrote: Mon Jul 04, 2022 8:53 am
We just need new .oxp's for Azerty keyboards, Qwertz, Cyrillic, Turkish etc. Maybe even link them in with changing the languages as the old language keyboards used to do.
I started doing other keyboard types when I was working on this change, but then pulled them out when I realised Oolite, in it's base form, wouldn't be able to display the characters. It would require two components: a new font file, and a keyboard config, so that side could all be OXP'ed now. The downside being, you'd have a limited number of other OXP's you could install without significant work in translation.

If someone is interested in the OXP combining the font file and keyboard layout for a particular keyboard type, let me know.
User avatar
Cholmondely
Archivist
Archivist
Posts: 5025
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: In-game keyboard configuration

Post by Cholmondely »

Tadjiki! Tadjiki!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4667
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: In-game keyboard configuration

Post by phkb »

Cholmondely wrote: Mon Jul 04, 2022 11:14 pm
Tadjiki! Tadjiki!
Latin, Cyrillic or Arabic?

Edit: Actually, I don't think Arabic is a realistic proposition, based on the what I know of the core code. Apologies to anyone whose hopes I raised.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4667
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: In-game keyboard configuration

Post by phkb »

Cody wrote: Thu Jun 30, 2022 7:49 pm
I can't deselect the fire laser key and leave it unassigned
I've just pushed an update to trunk that will allow you to unset a key binding. New trunk release should be out shortly.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16064
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: In-game keyboard configuration

Post by Cody »

Sweet - that works a treat! Muchas gracias!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Post Reply