By adding the wasd-controls-attribute, you can move using this keys on a Qwerty keyboard. But I have an Azerty keyboard. My question is now could I use this keys: Z (up), Q (left), S (down) and D (right) or maby the arrow keys ↑, ←, ↓ and →?
The WASD-CONTROLS enable You to move using the arrow keys.
I looked Through WASD-CONTROLS in here, and it seems You can't add any attribute to the WASD-CONTROLS to make them work with other keys. If You want to make it work on zqsd, You need to copy the code of the WASD-CONTROLS and rewrite the listeners, or make an easy component with Your own implementation of acceleration etc.
Related
I have been trying to play Omikron: The Nomad Soul, but I found it incredibly difficult to do so without using the mouse. I have been trying to use dinput.dll to simulate keyboard presses using mouse movement, but nothing I tried so far worked. I am a complete amateur at this, so I thought I should ask how to do this properly.
What I am trying to do is to edit dinput.dll source code from github, create a dinput.dll file with configurable ini file, where you can assign key presses to mouse movement. This would be beneficial in many old games.
For example;
Mouse moving up = press up arrow key
Mouse moving down = press down arrow key
Mouse moving left = press left arrow key
Mouse moving right = press right arrow key
Reason why I want to use dinput instead of something like autohotkey is because stuff like autohotkey doesn't always get along well with old games. For example Omikron: The Nomad Soul.
Thank you for any help in advance.
My platform is Linux, and there is a shortcut Alt + Left Shift + Num Lock to enable mouse keys TEMPORARILY. They say this feature is provided by X server, so it can be used on all desktop environments based on X. The problem is that the effect doesn't last long. The keypad will switch back to normal keypad automatically, and cannot be used to emulate a mouse. Therefore, whenever I want to move the cursor, the result may become scrolling to the bottom of the current document, which is annoying. Is there any way to prevent X from switching the keypad back to its original keypad function automatically? Thanks.
I love the mod4 + mouse-drag combo for moving/resizing windows in Awesome WM, it's very intuitive with regular mouse. Now that I'm using Awesome WM on my laptop, however, I find this combo more annoying when using the touchpad vs regular mouse.
The problem stems from the fact that I now need 3 fingers to perform a gesture that I could do with 2 before (1 to move on the touchpad, 1 to keep on the left-click at all times, and one on mod4). Alternatively, I can apply more force to the touchpad and have it pressed as I drag my finger, which is not any better since it puts a lot of stress on the finger doing the dragging).
What I would like to do instead is have awesome treat left-mouse button as pressed if both of the following conditions are met:
mod4 is pressed
movement event is coming from touchpad and not regular mouse
To do so, however, I need to be able to detect that the movement is coming from the touchpad. Is there a way to do so in Awesome WM/Linux? I've looked through the keysyms (http://wiki.linuxquestions.org/wiki/List_of_keysyms) but don't see anything for the mouse. I've also looked at the mouse.lua file in Awesome WM but it doesn't seem to have anything to differentiate between the two either (https://github.com/awesomeWM/awesome/blob/master/lib/awful/mouse/init.lua). If there is a way to tell that the last coordinate change came from a touchpad on Linux that would resolve the issue as I could simply create a lua file to run such check whenever Mod4 is pressed.
To do so, however, I need to be able to detect that the movement is coming from the touchpad. Is there a way to do so in Awesome WM/Linux?
Nope, there is no such way in AwesomeWM. Sorry.
In X11, this is possible via the input extension. However, awesome does not use that extension.
I'm using the Platform Behavior in Construct 2 for a Windows 10 game. In addition to the arrow key, I would like to use the Space bar to get the sprite to jump. Can I tell it to call into the Platform behavior somehow or get it to let me map space bar as well as up arrow to 'jump'?
You certainly can. You can use an action called "Simulate Control" to simulate pressing left, right, or up. So as your event, use Keyboard->on Key Pressed (Space Bar). Then for the action Player->Simulate Control (Up Arrow). This will allow you to press space bar to have your character jump. Additionally, you can turn off default controls for the platform behavior and do custom controls for left, right, and up using the same strategy.
The best way to go about doing this is by adding an event that handles the Space Button. Make sure to add the keyboard object in your layout, and in the event sheet, you want to make an event that handles the keyboard -> on key pressed (choose the spacebar when asked) -> choose whatever object you want to jump with the Platform behavior -> Set Vector Y to whatever increment you'd like to jump. Be sure to list this value as negative. The y-axis in C2 is inverted, so negative numbers mean up.
Hope this helps!
The tab key changes the focus in a grid to the next element. How do I get the up/down/left/right arrow keys to work also?
it simple you first identify the arrow key value and write code onKeyPress and check value of key and write appropriate code and let me know what happen.