Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

windows get_latin_keyboard_variant() implementation and gdscript binding, #5503 #5525

Merged
merged 1 commit into from
Jul 10, 2016
Merged

windows get_latin_keyboard_variant() implementation and gdscript binding, #5503 #5525

merged 1 commit into from
Jul 10, 2016

Conversation

SuperUserNameMan
Copy link
Contributor

@SuperUserNameMan SuperUserNameMan commented Jul 2, 2016

This is the OS_Windows::get_latin_keyboard_variant() implementation of OS::get_latin_keyboard_variant(), and its GDscript binding.

This method was already implemented for OSX.

It is still missing for LINUX, ANDROID and others platforms for which it will return QWERTY by default.

There is an open discussion about the purpose of this function, and the alternative workarounds here #5503. (edit : also, for reference, you'll also find there some resources and info to help you debug in case of problems)

edit : also, for reference, here are some python tool scripts and CSV datasheets that will be useful for adding missing keyboards and for debugging :
https://github.com/SuperUserNameMan/os_windows_get_latin_keyboard_variant

@reduz
Copy link
Member

reduz commented Jul 2, 2016

amazing

On Sat, Jul 2, 2016 at 4:15 PM, SuperUserNameMan notifications@github.com
wrote:

This is the OS_Windows::get_latin_keyboard_variant() implementation of
OS::get_latin_keyboard_variant(), and its GDscript binding.

This method was already implemented for OSX.

It is still missing for LINUX, ANDROID and others platforms for which it

will return QWERTY by default.

You can view, comment on, or merge this pull request online at:

#5525
Commit Summary

  • windows get_latin_keyboard_variant() implementation and gdscript
    binding

File Changes

Patch Links:


You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
#5525, or mute the thread
https://github.com/notifications/unsubscribe/AF-Z23gOdJ7TjBpZVo5uNA4G6VdR__xIks5qRri1gaJpZM4JDvEW
.

@SuperUserNameMan
Copy link
Contributor Author

SuperUserNameMan commented Jul 3, 2016

PLEASE DONT MERGE
sorry, false alarm

@akien-mga
Copy link
Member

Could you merge the second commit into the first one? This should be doable wit git rebase -i HEAD~2, replace the pick for the second commit with fixup, and save. Then you should have a single commit with the log of the first one and the contents of the two, which you can force push to update this PR git push --force.

@SuperUserNameMan
Copy link
Contributor Author

@akien-mga : Yes it worked.

@reduz reduz merged commit 28641fd into godotengine:master Jul 10, 2016
@akien-mga akien-mga added this to the 2.1 milestone Jul 10, 2016
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

5 participants