Reading all currently pressed keys in Clojure - clojure

Is there a way of getting a list of all currently pressed keys in a Lanterna Terminal/Screen?
i.e. not getting the last pressed key, neither waiting for a key to be pressed. I'd like to get a list of all keys that are currently being held down.
I realize this could be a limitation with lanterna with terminals. If so, is there an alternative for implementing a text UI that support polling pressed keys?

I don't think the software interface to keyboards typically exposes a way to ask this question. As far as I know, the best approach is to build it yourself: watch for key-down and key-up events, and maintain a set of the keys which have gone down without a later up event.

Related

I can't get a fast and easy way to get keyboard events in allegro

I am trying to make a text box in allegro and need a way of getting the ascii keycodes from the key presses. The ev.type == ALLEGRO_EVENT_KEY_DOWN does not always work. I have tried getting the event to work faster but it is still slow.
If there is a way I could make this into a function that could give the Ascii char of what ever key is pressed, it would be great. (I have been looking but I cant find something easy and fast for the source code that I am using)
Perhaps you are looking for an ALLEGRO_EVENT_KEY_CHAR event type. These events are generated every time a character is typed on the keyboard, or auto-repeated because the key was held down long enough. In other words, while ALLEGRO_EVENT_KEY_UP/DOWN events correspond to the keyboard state, ALLEGRO_EVENT_KEY_CHAR events correspond to the character input buffer state.

Changing key output

I'm making a program that will take keystrokes entered and change the output to form a message of my choosing. I'm thinking of using GetAsyncKeystate() to see if a key is down, but I'm not sure how to change the value of the key pressed.
Your best bet is a low-level keyboard hook. You don't get a ton of context, but you do get the raw keystrokes. If you need context, then you're probably looking at a text service via TSF, but that tends to get complex quickly.

How to intercept mouse and keyboard events and send custom ones in C++?

Alright, I want to write a program that intercepts mouse and keyboard events before they are reported to the active window/application, whatever that may be. Based on my program logic I want to be able to send custom key events.
For example: When the mouse button is held down, for any key press, send the next alphabetical letter. So if I hold down the right mouse button and hit 'a', the application sees it as a 'b' keypress.
I have briefly researched hooks and methods of intercepting WinAPI messages, and I'm unclear as to whether this is the solution I am looking for or not. According to what I've read, some of these solutions require you to inject a DLL into the desired application; my program needs to work for any running application.
Also, I have noticed that most of these solutions are in C#. As a matter of personal preference I would like to use C++ to write this program. Is there any reason why I would need to use C#?
Any pointers or advice is appreciated.

What is the fastest way to determine a key press and key holding in Win32?

What is the fastest way to determine a key press and also how to determine if a key is being held? It appears that window messaging is slow. Please provide an example of how to do so, and why it is faster than an alternative.
To be clear, this for a real time loop (a simulation) so I am looking for the fastest way to determine if a key has been pressed and also to check to see if it is being held.
GetAsyncKeyState() is what you're looking for. It reads the physical state of the keyboard, regardless of the input queue state. If the high-bit is set, then the key was down at the time of the call.
// Fetch tab key state.
SHORT tabKeyState = GetAsyncKeyState( VK_TAB );
// Test high bit - if set, key was down when GetAsyncKeyState was called.
if( ( 1 << 15 ) & tabKeyState )
{
// TAB key down...
}
Also, for the record, Windows is not a real-time operating system. If your application requires real-time precision, you may want to select another platform.
If you just want to poll the keyboard state so as to discover which keys are up/down as well as the shift/alt/ctrl state, just call GetKeyboardState (MSDN reference).
When I worked in a game studio, this is exactly how we got keyboard state for each frame. Should be applicable to your simulation code.
TL;DR: you can use GetAsyncKeyState for checking if a key is currently down, but for best application responsiveness to key presses and releases, you want to use the Win32 pipeline code near the bottom of my post.
GetAsyncKeyState works perfectly fine for determining if a key is currently down, but in terms of determining whether a key was first pressed or released and how many times this was done, GetAsyncKeyState misses keystrokes in a CPU-intensive application, even after storing the previous key state.
This was what I tried:
static const unsigned int NumberOfKeys = 256U;
bool previousKeyboardState[NumberOfKeys];
//Get the current state of each key as the application starts to ensure that keys held down beforehand are not processed as pressed keys.
for (unsigned int keyNum = 0U; keyNum < NumberOfKeys; ++keyNum)
{
previousKeyboardState[keyNum] = isKeyDown(keyNum);
}
//Works fine.
bool isKeyDown(int key)
{
return (GetAsyncKeyState(key) & (1 << 16));
}
//Misses key presses when application is bogged down.
bool isKeyFirstPressed(int key)
{
bool previousState = previousKeyboardState[key];
previousKeyboardState[key] = isKeyDown(key);
return (previousKeyboardState[key] && !previousState);
}
//Misses key releases when application is bogged down.
bool isKeyFirstReleased(int key)
{
bool previousState = previousKeyboardState[key];
previousKeyboardState[key] = isKeyDown(key);
return (!previousKeyboardState[key] && previousState);
}
//Example usage:
if (isKeyDown(VK_W))
{
//W key.
}
if (isKeyFirstReleased(VK_SNAPSHOT))
{
//Print screen.
}
GetKeyboardState is no good either, as it does not keep track of the number of key presses or releases. As Erik Philips said in his answer, these are unbuffered solutions, which are no good if you are e.g. writing a game. You would have to process all keystrokes faster than they are received.
Now, my code above works decently well, and may be suitable for many people, but I much prefer not to miss a single keystroke. I hate using applications that are unresponsive. I think the best solution for Win32 applications is to catch WM_KEYDOWN and WM_KEYUP messages in the pipeline and process them. What's nice is that WM_KEYDOWN also provides an auto-repeat count, which could be useful for applications that support entering text (e.g. chat, IDE's, etc.). This also adds a slight complication, which is mentioned in the WM_KEYDOWN documentation:
Because of the autorepeat feature, more than one WM_KEYDOWN message
may be posted before a WM_KEYUP message is posted. The previous key
state (bit 30) can be used to determine whether the WM_KEYDOWN message
indicates the first down transition or a repeated down transition.
There are also Windows keyboard hooks you could look into, but those are more difficult to use. They're good for receiving global key presses though.
Considering that all inter-windows communications are through windows messaging (keyboard events, mouse events, pretty much all events you can imagine), there isn't a lower level way to access the keyboard events (unless you write your own keyboard driver) that I know of.
DirectX still uses the windows keyboard messaging to provide DirectX programmers easier access to keyboard events.
Updated
My note about DirectX was not to use it, but that when Microsoft wanted to make an interface for programmers to use for real time games, they still wrote DirectX on top of the Windows Message Queue.
I would suggest taking a look at how to write a program that can read directly from the message queue. I believe there is a good example Code Project Windows Message Handling - Part 1.
Your two options are to either read from the message queue (buffered) or read directly from the keyboard state (as Bukes states) which means your own loop could techinically miss a keyboard event for any number of reasons.

Down arrow key of my laptop?

The down arrow key of my laptop is very loose and it does not seems to last very long.
Is it possible to write any programm(in any language but especially C++) hat simulates the down arrow key.say I made a programm such that when I press A,B,C on the key board it simulates down arrow key.
If not then,
Is there any software available to do this?
Use the On-screen keyboard
If you want to simulate input, use the SendInput API. This injects input at a fairly low level, windows automatically routes it to the appropriate thread based on who has focus. Call it twice, once to send the key down, and again to send the key up.
Perhaps the easiest thing to do is to write a simple app that calls RegisterHotkey for some combination like ctrl-alt-Z, and then calls SendInput for a keypress then keyrelease of the down arrow key.
You might need to wait a short time after receiving WM_HOTKEY to give you time to release the set of hotkeys so that the down arrow gets processed alone without those modifiers from your hotkey interfering with it. (...otherwise the focused app might think you typed in shift+alt+downarrow instead of plain downarrow!)
if you're using linux, xmodmap: http://www.xfree86.org/4.2.0/xmodmap.1.html
I think that you are actually looking for Sharpkeys www.randyrants.com/sharpkeys/
This works with the windows registry and can be used to change mappings of keys.
You can easily write a program that sends WM_KEYDOWN and WM_KEYUP messages to the window which has the current focus. Once you have this program, bind it to a function key in the properties for the .exe file.