I bought a second keyboard, USB with 20 programmable keys. I'm using Windows.
The programming utility foresees using it for gaming, for macros, or as a number keypad, but I need it for another script - I don't want to duplicate keys I already have on my normal keyboard.
I notice that normal keycodes for the function keys F1-F12 are 112-123, but this utility offers me function keys F1-F20, presumably with codes 112-131. For my 20 extra keys, I'd like to use 124-143, as if they were F13-F32: I want to be able to recognize keys from the second keypad unambiguously. NumLock is 144, but there doesn't seem to be any codes in my range.
But is there a correct or better way to do this? I can't be the first person to want to add more keys to a keyboard.
Related
I'm trying to check if the colon key is pressed, I'm using a English keyboard which means colon is shift + ;, my though was to read the keyboard state and then check the status of the scancode:
SDL_PumpEvents();
const uint8 *keyState = SDL_GetKeyboardState(NULL);
printf("keystate %d\n", keyState[scancode]);
but then I realized there is a scancode for the keypad colon SDL_SCANCODE_KP_COLON equivalent toSDLK_KP_COLON, but there is no scancode for SDLK_COLON (In case you are wondering: I tried with the keypad version and is not working).
So, I wonder why there is no equivalent scancode for SDLK_COLON and what's the best way to do this instead?
There is no colon scancode because there is no key on an ANSI (US) layout keyboard that produces a colon without modifiers. SDLK_COLON exists because there are layouts where a key produces a colon without modifier, like the French layout where the key corresponding to SDL_SCANCODE_PERIOD (dot . or greater-than sign >) makes a colon : or a slash / (with shift). So if you press that key on a French keyboard, you receive an event with SDL_SCANCODE_PERIOD and SDLK_COLON.
What I assume you want is to know if the user typed a colon, which has nothing to do with scancodes or even keycodes when dealing with different keyboard layouts. For that, you need a SDL_TextInputEvent. Check out the wiki's tutorial about it.
Or you could use SDL_SCANCODE_SEMICOLON, check what that key corresponds to for the user, and display that so the user knows what key to press (it would be the รน key for a French keyboard).
As you can understand from the title, I want to get input from the user without pressing the ENTER key.
If I need to talk about the program I want to do:
I'm writing a keyboard speed test program. And as you can guess I want to get the input with the SPACE key, not the ENTER key.
The program I designed was like this:
Example text = "... an apple ..."
I will take every key the user presses and check if that key is an SPACE key .If this key is the SPACE key, I'll change to the new word.
I've reviewed other similar topics on this site. If what I wanted to tell was complicated or I couldn't explain it, let me say it. In games, it is enough to press the SPACE key to jump. There is no need to press the ENTER key.
I want something like this. And I want to do this using the standard library of c if possible. I don't want to use any 3rd party libraries.
One more addition: The function I want is a function similar to the getchar() function. The only difference; I want to get input without pressing the ENTER key.
I am working on project in which my requirement is to use two arrow keys( like UP,DOWN,RIGHT,LEFT)
at same time. How can I read from user if any of two arrow keys are pressed at same time
I can read arrow key using getchar() but only applicable to single key.
Any Advice
Thanks in advance
I am trying to attach Commands to buttons. This method works for 'q' and 'm', but it is not working for 'p' character.
Using '-112' did not solve the problem either. using minus symbol works for arrow keys but not for 'p'.
addKeyListener(113, new CommandA(gameWorld)); // q
addKeyListener(109, new CommandB(gameWorld)); // m
addKeyListener(112, new CommandC(gameWorld)); // p - Not Working
pressing 'p' does nothing.
UPDATE
Found a workaround...
This won't work for you on the device anyway as most devices are touch devices. The virtual keyboards on such devices don't send these events anyway. The arrow keys send undocumented values which differ a lot and you should "theoretically" use the game key API and not the key API. But again this won't work on the devices most commonly used today.
The characters aren't just numbers. They are literally the character value (int)'p'. There is no special treatment for them but it's possible that something in the system is grabbing that specific character as it's commonly associated with a print shortcut.
I am trying to keep track of the pressed keys. I have glutIgnoreKeyRepeat(1) and I register the key events (down/up for normal and special) in an object that keeps track of the keys pressed (called the list of pressed keys from now on) so that I just check in my display function if a key is pressed by looking in that list.
The problem is with SHIFT: Different keys register as DOWN and UP (depending on whether SHIFT was pressed or not) for the same physical keyboard key (eg.
a and A, 1 and !, [ and { etc.)
Consider this (with {key1 key2} representing my list of pressed keys after the event):
initial state : {} no keys listed as pressed
SHIFT DOWN : {SHIFT}
a DOWN : {SHIFT A} (because SHIFT is still down, capital 'A' registers as the key down.
SHIFT UP: {A}
a UP: {A} (because SHIFT is not pressed, lower 'a' registers as the key up, so a is removed from the pressed key list (which actually doesn't exist), and A still remains)
final state: {A} even though no keys are still pressed on the keyboard.
For alpha keys I can solve this by adding/removing the lower case of the keys (a instead of A).
But what about 1 and ! or [ and {. glutGetModifiers doesn't help here. Or what if a key is pressed, the window looses focus, the key is released and the window gains focus again (there is no event to tell that the key was released when the windows lost focus)?
Is there a general solution to check if a key is pressed? (platform dependent solutions are ok, another library is not for me, but maybe for others who need to solve this)
What you want are the keycodes, the physical number of the key being pressed on the keyboard. These are different on Apple and PC keyboards, and can also be different on keyboards in other countries where the letters change positions.
Most programs don't care about keycodes, they want actual letters and modifier keys, so the system event handler provides a translation from keycode into the intended character/special key. GLUT is designed to be simple, portable, and cross-platform, so uses these routines.
If you're writing a game or simulator, just lowercasing everything is probably good enough. For that kind of high speed interaction, most players won't want to distinguish between 1 and !, or 2 and #. The Ins/Del and arrow key blocks (usually) don't have multiple symbols anyway, and the numeric keypad is too far away for most people to hold down a modifier key at the same time.
If you really, truly, need to track every key state, sorry GLUT won't work for you. On MacOS you ask the NSKeyEvent for the keycode, on MS Windows you use DirectX, on Linux you use the XKeyPress|ReleaseEvent keycode.
Hope this helps.