Thread View: rec.games.programmer
1 messages
1 total messages
Started by Claus Lindenau
Sat, 11 Jul 1998 00:00
DirectInput problem
Author: Claus Lindenau
Date: Sat, 11 Jul 1998 00:00
Date: Sat, 11 Jul 1998 00:00
35 lines
2422 bytes
2422 bytes
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
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads