Create key inputs as physical by default in the input action editor
Physical Key should be used for most game inputs as it allows keys to work on non-QWERTY layouts out of the box. This is especially important for WASD movement layouts. In contrast, remapped (non-physical) keys are mainly useful in non-game applications, where shortcuts are expected to match a precise letter rather than a location on the keyboard.
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1 changed files with 8 additions and 2 deletions
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@ -571,7 +571,13 @@ void InputEventConfigurationDialog::popup_and_configure(const Ref<InputEvent> &p
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for (int i = 0; i < MOD_MAX; i++) {
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mod_checkboxes[i]->set_pressed(false);
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}
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physical_key_checkbox->set_pressed(false);
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// Enable the Physical Key checkbox by default to encourage its use.
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// Physical Key should be used for most game inputs as it allows keys to work
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// on non-QWERTY layouts out of the box.
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// This is especially important for WASD movement layouts.
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physical_key_checkbox->set_pressed(true);
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store_command_checkbox->set_pressed(true);
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_set_current_device(0);
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@ -702,7 +708,7 @@ InputEventConfigurationDialog::InputEventConfigurationDialog() {
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physical_key_checkbox = memnew(CheckBox);
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physical_key_checkbox->set_text(TTR("Use Physical Keycode"));
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physical_key_checkbox->set_tooltip(TTR("Stores the physical position of the key on the keyboard rather than the keys value. Used for compatibility with non-latin layouts."));
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physical_key_checkbox->set_tooltip(TTR("Stores the physical position of the key on the keyboard rather than the key's value. Used for compatibility with non-latin layouts.\nThis should generally be enabled for most game shortcuts, but not in non-game applications."));
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physical_key_checkbox->connect("toggled", callable_mp(this, &InputEventConfigurationDialog::_physical_keycode_toggled));
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physical_key_checkbox->hide();
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additional_options_container->add_child(physical_key_checkbox);
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