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Article #2343

DirectInput problem

#2343
From: Claus Lindenau
Date: Sat, 11 Jul 1998 00:00
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Hello everybody!

We're a working on a Delphi3 application that has to send macros right
into a running game when you press a special hotkey. So our application
is running in the background, listening for a special hotkey - and when
the hot key is pressed, it will send a predefined macro (text) to the
game running in the foreground.

The purpose is to predefine some messages or "KungFu Keys" for (mostly)
Multiplayer games (normally, you'll loose a lot of time while you're
writing these messages during the gameplay). Everything works fine
(detecting the hotkey, sending the macro etc.), but we got unexpected
problems with a lot of actual games (e.g. Ultimate Online, Tomb Raider
II etc.). It works well with Quake II, Outlaws...

Actually, we are using Delphi's keybd_event function to simulate
keystrokes. I guess that this is the reason for our problem: If newer
games will use DirectInput API calls for the keyboard, it maybe will not
recognize our generated keyboard messages!?!

So, finally I have three questions:

- With your experience in Game programming, what do you think about our
problem?
- Do you have a solution to this problem (that would make me a very,
very happy programmer ;-) ?
- Do you know if there is any kind of Delphi stuff to simulate
keystrokes - wether on a low level basis so it will be recognized by
Windows and translated into DirectInput messages or on a high level
basis so I can directly generate DirectInput mesages?

Thank you very much in advance!!!

Best regards,
Claus
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Message-ID: <35A73F14.E8AFA513@endor.de>
Path: arc1-ca.pugleaf.net!unknown!not-for-mail

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From: Claus Lindenau <cl@endor.de>
Subject: DirectInput problem
Date: 1998/07/11
Message-ID: <35A73F14.E8AFA513@endor.de>
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