i'm trying to send an umlaut keyevent with the function keybd_event. The Windows Documentation states that: "A dead key is a key that generates a character, such as the umlaut (double-dot), that is combined with another character to form a composite character. For example, the umlaut-O character (Ö) is generated by typing the dead key for the umlaut character, and then typing the O key."
How do i emit a dead key?
I tried the following without success:
keybd_event(WM_DEADCHAR,0x0103,0,0);
keybd_event(0x4F,0,0,0);
Sorry for my bad english.
I look forward to your reply.
The first argument to keybd_event is a virtual-key code. E.g. for my keyboard the dead key " is VK_OEM_7.
Related
I am trying to get the Virtual-Key Code for another characters out of regular virtual-key codes list, like '<', but I cant find it, it's an ASCII character and I can't find it.
“ASCII” is a character encoding.1 This has very little to do with key codes. For example, “A” and “a” have distinct ASCII values but they are represented by the same key on the keyboard (plus a modifier key — shift).
That’s the reason why you don’t find < in the list — it’s not a key on the (virtual) keyboard represented by these key codes. It depends on the currently active keyboard mapping how this character is represented by by a keycode.
1 And, I might add, not a very relevant one in this day and age. Better forget about ASCII, it’s mostly misused.
Thanks to Hans Passant
VkKeyScanEx() might help.
For example, the Virtual-Key Code equivalent to '<' can be found with:
VkKeyScanEx('<', GetKeyboardLayout(0))
Straight to the point. I've been using visual studio to run a game I've been making. So far while coding in C++ I've been using inputs like VK_BACK or 0x52 for single key inputs. But I currently need to be able to type a word while the game is running to trigger a function. Basically, I'm asking how you would go about making the program recognize an inputted word. Like pressing the keys in a sequence to trigger a function.
Thanks, Jack
You've left a lot up to us to guess:
What are you using to read keyboard input?
I assume you're polling rather than streaming?
I'm also assuming non-blocking input?
With so many unknowns it's difficult to give a useful answer to the question. But here are a handful of options that may be helpful to you:
Require a terminating character for all keyboard input. This is characteristic of blocking input. The input is only read when the terminating character is placed.
Require the holding of a mode key while inputting a string. For example if I press an 'a' the key's command is executed immediately, but if I'm currently holding down the left Ctrl key and I press an 'a', it is treated as being within a string until the Ctrl key is released.
Use delimiters. If the '\'' is pressed it denoted the beginning of a string input consisting of all characters till the next '\'' key is pressed.
Make string entry keys separate from instantaneous input keys. This may be the most convenient solution because it allows instantaneous input in the middle of string input. But it may also be frustrating to the user if the allowable string commands are not clearly defined.
i would like to know if there is a way to read a string continuously on the console and detect the backspace key if the user erase a character. Let me explain a little bit more, for example:
Write a word on the console: "Word" So i got the string. And i can use all the methods from string like access to the characters item[0] = "W" or item.length()
The user press the backspace key and know my string item will have "Wor"
If the user put another letter the string is updated "Worrtw"
I using this for recommend words according what user is typing. I posting this beacause i really don't found anything usefull at the moment for the keywords or something about the string.
I am using CComboBox control. When I type some characters in it and check which letter is typed in(in PreTranslateMessage()), then I always get capital letter in its message's wParam. My CComboBox control does not have uppercase property TRUE. Why this is happening?
Keys are funny things. What's the default state, lowercase or uppercase?
If you look at your keyboard, most likely the physical keys have uppercase letters on them. Default: uppercase
When you type in keys, you need to hold the shift key to create upper keys, without the shift keys you get lower case. Default: lowercase
As an alternative, you can use the Caps Lock key. Caps Lock is normally off . Default: lowercase.
The untranslated key presses sent to your application use VK_A - VK_Z keycodes. VK_A is 'A' not 'a'. Default: uppercase. Caps lock and shift are applied later, in translation.
This could have been designed consistently, but it wasn't, and now we're stuck with the mess to be backwards compatible. If you want the "normal" keyboard behavior, don't try to exactly replicate the OS behavior. There's stuff like "Sticky Keys" (hold shift to get Caps Lock-like behavior) which you might not even know. Instead, use the end result from the OS. For Windows, that's WM_CHAR.
When writing a Windows application, the documentation says that some VK_CODEs are displayable characters, like VK_OEM1 is "o with an umlaut". How can I go from the WPARAM of non-ASCII characters into a displayable string? I'm using UTF-16.
Maybe you're looking for the GetKeyNameText Function
It retrieves a string that represents the name of a key.
like VK_OEM1 is "o with an umlaut".
Maybe on your machine. Not on mine, it is ';' or ':', depending on the Shift key state. These are virtual key codes. The ones that represent a typing key get converted to a character by ToUnicodeEx(), a function that takes a keyboard layout. And of course you have the non-typing keys that produce no character at all, like VK_F1 or VK_NUMLOCK. This gets a lot more complicated when the keyboard layout has dead keys, the kind you use to get a diacritic on top of a character. That why the function also requires a keyboard state.
Avoid this like the plague, WM_CHAR is your friend.