Unity rebinded Keys names are wrong on azerty keyboard - unity3d

So I have a working rebinder script, but the problem is when I want to display the rebinded keys names.
The code below returns the right names for a qwerty keyboard, but not for a azerty keyborad !
However, the bindings are correct, since the controls are working regardless of the keyboard layout. The only broken thing is the display, that is to say the value fed in the "UpdateText(string key)" void:
RebindSection[j].UpdateText(InputControlPath.ToHumanReadableString(
Actions[j].action.bindings[bindingIndex].effectivePath,
InputControlPath.HumanReadableStringOptions.OmitDevice));
Does anyone know how I can get the real name of the key and not the location of the key in us keyboard ?
Edit: I'm developing the game on ubuntu, And the script I wrote above works in the editor, but not in the builds...

To put it bluntly, the Unity Engine uses physical key signal to detect inputs from the keyboard, but as it's kinda hard to guess what an "0100100" keyboard signal means, it puts a QWERTY-based tag on the key's signals so that we, devs, can at least have an idea of what is going on.
The only kinda-problem that comes from this approach is the differential keys that exist between the 2 types of keyboards such as the "< >" key right to the left shift key that doesn't always exists on the QWERTY keyboard. (Most AZERTY keyboards has a small left shift key and a key in-between it and the W key with "<>" while most QWERTY keyboards just have a wide Left Shift key that covers both key at once.)
That's where the physical key kinda hits a snag as, in such case, the "<>" of the AZERTY keyboard key is actually just... absent on the QWERTY keyboard. Unity can register the key (as it does have its own unique signal), but that would make the key inaccessible on a QWERTY keyboard. Those kind of keys are called "White Keys" in development jargon which has a kinda rule to "Never use those by default unless it's for action available elsewhere. Leave it to the user to define those if possible.".
If you want the actual keyboard-based key name, you can access the key string with the following code:
Keyboard.current.KEYCODE.displayName
Replacing "KEYCODE" with the key name such as "aKey" which will give you the physical key located at "A" on a QWERTY keyboard based on your current keyboard language & layout.

Related

Using Unity's new Input Action system, is there a way to get all other keys not binded?

Is there a way to get keys pressed that are not in your current bindings?
Use Case: I have the player control buttons mapped, but if they press something else, say another letter or number or any other key on the keyboard, I want to display the control scheme back to them.
With the old Input System I could use say Input wasn't one of the other keys, but now I'm not so sure if that's possible, without creating a binding for all the other keys.

Having problem with using Virtual keyboard code in Autohot Key

From the error I explained in my previous question It turns out I should use Virtual Keyboard code for the keys that I face error.
I want to use virtual code for hotkey +' (Which is pressing Shift and ' at the same time) and for the key ; (semi-column) (more specifically I want to use hotkey +' to click on a coordinate and the key ; to click on other coordinate) but I have problem writing the code. I found list of Virtual Keys here but unfortunately I don't know how to use them to write code.
Edit:
For pressing semi-column (;) I tried this key:
[vkBA27]::
Click,885,234
return
But It says it is invalid hotkey.
From the AutoHotkey documentation:
If your keyboard or mouse has a key not listed above, you might still be able to make it a hotkey by using the following steps:
Ensure that at least one script is running that is using the keyboard hook. You can tell if a script has the keyboard hook by opening its main window and selecting "View->Key history" from the menu bar.
Double-click that script's tray icon to open its main window.
Press one of the "mystery keys" on your keyboard.
Select the menu item "View->Key history"
Scroll down to the bottom of the page. Somewhere near the bottom are the key-down and key-up events for your key. NOTE: Some keys do not generate events and thus will not be visible here. If this is the case, you cannot directly make that particular key a hotkey because your keyboard driver or hardware handles it at a level too low for AutoHotkey to access. For possible solutions, see further below.
If your key is detectable, make a note of the 3-digit hexadecimal value in the second column of the list (e.g. 159).
To define this key as a hotkey, follow this example:
SC159:: ; Replace 159 with your key's value.
MsgBox, %A_ThisHotkey% was pressed.
return
Interpreting the example above, we know that the format for a hotkey declaration using a virtual key is:
SC<Hex code>::
<Your code here>
Return
I can only assume "SC" stands for "Scan Code". Using the steps above, I can see that the scan code (the documentation refers to it as the "3-digit hexadecimal value") for ; is 027, and the scan code for ' is 028. This allows me to construct your hotkey definitions like so:
SC027::
<Your code for ; here>
+SC028::
<Your code for SHIFT+' here>

Re-enable right-Ctrl when using Canadian Multilingual Standard keyboard for my AutoHotkey function?

I have an Autohotkey function that lets me switch between tabs with "Control + left/right" as well as closing tabs (Ctrl-down) and going into the search bar (Ctrl-up). It helps me save clicks and use the mouse less.
However, I use the Canadian Multilingual Standard keyboard to type accents (éèçà) in French for some of my classes and this keyboard DISABLES the right control key (the one right beside my keyboard buttons) which is the most convenient to use with my right hand only.
Here is a source documenting this: http://archives.miloush.net/michkap/archive/2013/04/08/10409187.html
Is there any way I can override this? I very rarely use the letter œ for because I can just use ALT + 0156 instead.
Here is the very simple code for my hotkey!
^Left::SendInput, ^{PGUP}
^Right::SendInput, ^{PGDN}
^Up::SendInput, !d
^Down::SendInput, ^w
Using SciTE4AutoHotkey tool, on my UK hardware keyboard right ctrl is detected as expected (RControl)
When I switch to French (Canada) Canadian Multilingual keyboard,
the right ctrl key is not found, also Virtual Key is different: DF
(SC means scan code and VK means virtual key)
so if you remap, it should solve the problem
~SC11D::RControl
After remapping: not found is replaced by RControl with each keypress.
Even if above remapping does not work for your case, it is a matter of finding which key corresponds to relevant scan code and then you can remap it.
Double click on your ahk script on the taskbar, and then
View > Key history and script info (Ctrl + K) by pressing key and refresh(F5) you can see respective keyboard scan codes.

Trying to recognize Fn + V on my keyboard

I hate that when I'm using my laptop on its own I often type FN+v when I mean to paste. So I decided to solve my problem with AHK. I installed a keyboard hook in my main script,and used that to extract the fn keys value, 163. My initial test worked, but adding the & to make it a modifier does not. What am I overlooking?
So this doesn't work
SC163 & v::
MsgBox, %A_ThisHotkey% was pressed.
return
but this did work
SC163::
MsgBox, %A_ThisHotkey% was pressed.
return
When you hit the FN key, it might be remapping the "v" to something else (like "Media_Play_Pause" button) in the keyboard driver. Therefore the key code wouldn't be SC163 & v but something like SC159.
The Special Keys section for mentions a method to get the Scan code:
Ensure that at least one script is running that is using the keyboard hook. You can tell if a script has the keyboard hook by opening its main window and selecting "View->Key history" from the menu bar.
Double-click that script's tray icon to open its main window.
Press one of the "mystery keys" on your keyboard.
Select the menu item "View->Key history"
Scroll down to the bottom of the page. Somewhere near the bottom are the key-down and key-up events for your key. NOTE: Some keys do not generate events and thus will not be visible here. If this is the case, you cannot directly make that particular key a hotkey because your keyboard driver or hardware handles it at a level too low for AutoHotkey to access. For possible solutions, see Special Keys.
If your key is detectable, make a note of the 3-digit hexadecimal value in the second column of the list (e.g. 159).

How do read DrRacket keybindings (and in general)

I have never been able to understand keybinding syntax well (bc it's hard to google if you don't know the name of a symbol to begin with!).
In DrRacket, I see bindings like "c:g" or "esc;g" .. I have tried hitting those keys in order to no avail. I have tried hitting them simultaneously. Nothing seems to work.
What do they mean? And, in general, how does one go about understanding this syntax?
A generic shortcut:
<modifier-key-1>:<key-1>;<modifier-key-2>:<key-2>;...;<key-n>
means:
press both <modifier-key-1> and <key-1> (that is: start pressing the modifier key, and while it is pressed, press key-1, then release both),
then, immediately, perform the same operation for the remaining combinations of keys,
finally, press <key-n>
Where the standard modifier keys are:
c - the control key modifier
s - the shift key modifier
m - the meta key modifier (not present in many keyboards)
a - the alt key modifier (sometimes already used to insert special characters)
(actually there are other key modifiers in different keyboards).
So, c:x;c:g;s:t means the following combination: Control-X, followed by Control-g, followed by Shift T (this insert Σ, the greek uppercase letter sigma in DrRacket), while c:x;c:g;s means Control-X followed by Control-G followed by the key s (insert the greek letter ς). Finally, the combination m-c-right means press both the modifier keys Meta and Control with the right arrow key.
When the meta modifier key is not present, it is often replace by the ESC (escape) key. Since this is not a key modifier, but a regular key, in this case it must be pressed and released before the next character. In other words, esc:g means: press the ESC key, release it, then immediately press the regular G key. esc-c-right means: press ESC, release it, then press C-→.
Moreover, when the ALT key is already used by the operating system to insert special characters, like in Mac OS X, it can be used as regular modifier key in DrRacket by setting a special preference (in Preferences > Editing > General).
In DrRacket you can find the current keybinding with the menu item: Edit > Keybindings > Show Active Keybindings, and you can find the relevant documentation here.