Count the time from my last arrow key press - input

I was explained before on the forum how to program an autohotkey script to pause the script execution until alpha-numerical character has been entered, by using an input command:
Input, L, V L1 T2 ;wait until you start typing a letter and then proceed after the T2 pause
If (ErrorLevel = "Timeout") {
Send, {Tab 5}
Send, {Enter}
Return
}
I wonder if I can use Input or some other autohotkey command to do the same for non-alphanumerical keys, like arrow keys, or even key combinations. For example, I'd like for the script to count the time from my last arrow key press when I'm selecting an item from a drop-down list, and when the pre-set time threshold is passed to continue with the execution of the script.
EDIT:
Thanks to Blauhirn, the script works now the up and down keys are added :) (as long as the first key is typed in within the pre-set time period of two seconds in this example, notepad will be launched as soon as a pause of one second in typing is made)
!^+u::
Input, L, V L1 T2, {up} {down}
If (ErrorLevel = "Timeout") {
Send, {Esc}
Return
}
Loop { ;wait until you haven't typed an arrow key for 1seconds
Input, L, V L1 T1, {up} {down}
If (ErrorLevel = "Timeout")
Break
}
Run, %windir%\system32\notepad.exe
Return

If you state some EndKeys, the input will also terminate and ErrorLevel will be EndKey:name, thus not "Timeout".
Input, L, V L1 T2, {up}{down} ;wait until you start typing a letter -OR UP ARROW OR DOWN ARROW - and then proceed after the T2 pause
If (ErrorLevel = "Timeout") {
Send, {Tab 5}
Send, {Enter}
Return
}

Related

I want a simple program to freeze/unfreeze input when I press a key

This seems like such a simple thing, yet I can't find it anywhere. I want a simple program (like AutoHotkey, but I can't find a way to do it with AutoHotkey) that will freeze my keyboard and mouse (whatever I'm pressing at the time keeps being pressed, even if I release the actual key/button) when I press a certain key, and keep it frozen until I press that key again (with the chosen key never being considered pressed by other programs).
I just want this so that if a game expects me to hold down some buttons, I can press the buttons, press the designated key, let go, then press the key again when I'm supposed to release the buttons.
This works in text editors. Not sure how it will work in games though.
#NoEnv
#Warn
#SingleInstance Force
#UseHook
SetWorkingDir %A_ScriptDir%
SendMode Input
Global isHold := false ; Alternates between "true" and "false" at each "LShift" press.
; Hotkey below will only be active if the game's window is active
#IfWinActive "PutYourGameWindowTitleHere"
; Sends {LShift Down} if isHold == false, {LShift Up} if isHold == true
; Asterisk means it will work even if other keys are held at the same time.
*LShift::Send % (isHold := !isHold) ? "{LShift Down}" : "{LShift Up}"
#IfWinActive
Update: Again, testing this in games you will have to do yourself.
#NoEnv
#Warn
#SingleInstance Force
#UseHook
SetWorkingDir %A_ScriptDir%
SendMode Input
Global aKeysToFreeze := { LShift: false, a: false }, isFreezeOn := false
`::fToggleFreeze()
^`:: ; You can use this to check the logical state of the key
If GetKeyState("a")
msgbox Key is pressed.
else msgbox Key is not pressed.
return
fToggleFreeze() {
Local
Global aKeysToFreeze, isFreezeOn
If isFreezeOn { ; If there are frozen keys,
For sKeyName, isKeyFrozen in aKeysToFreeze {
Send % "{" sKeyName " Up}" ; send key up event for each key and
aKeysToFreeze[sKeyName] := false ; set the each key's frozen state to false
}
} else {
For sKeyName, isKeyFrozen in aKeysToFreeze
If GetKeyState(sKeyName, "P") ; If the key is physically pressed
aKeysToFreeze[sKeyName] := true ; set frozen state to true
}
isFreezeOn := !isFreezeOn ; Frozen mode toggle
}
*a::Send {Blind}{a DownR}
*LShift:: Send {Blind}{LShift DownR}
#If !aKeysToFreeze["a"] ; If the key is frozen, the key up hotkey is blocked
*a Up::Send {Blind}{a Up}
#If !aKeysToFreeze["LShift"]
*LShift Up::Send {Blind}{LShift Up}
#If

How to create three key combination hotkey using Autohotkey?

I need to use hotkeys like Ctrl + 9 + 8, or Ctrl + A + B.
Autohotkey documentation here says that combinations of three or more keys are not supported. However Alt + Ctrl + Shift + X modifier key combinations are supported, where X can be an alphanumeric character.
KeyWaiting is showed in the other answer, I'd like to show the other option, which is using #If and GetKeyState().
You create a context sensitive hotkey by setting whatever condition with the #If directive.
In your case you'd want to check if the first key(s) of your hotkey is/are held down.
And then you'd set the last keys as a hotkey.
#If, GetKeyState("Ctrl") ;start of context sensitive hotkeys
8 & 9::
MsgBox, % "Ctrl + 8 + 9 held down"
return
#If ;end of context sensitive hotkeys
;example of holding down even more keys
;is only going to work if your system can
;recognize this many keys at once
#If, GetKeyState("Ctrl") && GetKeyState("1") && GetKeyState("2") && GetKeyState("3") && GetKeyState("4") && GetKeyState("5")
6 & 7::
MsgBox, % "Ctrl + 1 + 2 + 3 + 4 + 5 + 6 + 7 held down"
return
#If
Whether or not I'd recommend this approach is another thing.
If your script is just about simple hotkeys or something like that, this is a very good approach.
But if your script is more complex than that, you might run into the problems #If can cause. More about that from the documentation.
Basically, just try it out and if you have problems, maybe consider another approach.
There are different workarounds to do this. The following script uses KeyWait to handle multiple keys. Script for handling the hotkey needs be placed inside the If-block.
;Script to handle multiple key combinations ;Press Ctrl first then 9 and 8 in correct order for this to work
^9::
KeyWait, 8, D T3
;KeyWait, 7 D T3 ;add if more combinations are required
if (ErrorLevel = 0)
{
MsgBox, [Ctrl + 98] key combination recognized ; script to handle the hotkey to be placed here
}
return
Here's a good way to do it. I use it for shortcuts to various sites:
f8::
Check := true
SetTimer, CheckOff, 2000 ; 2 seconds to type in second part of shortcut
return
CheckOff:
Check := false
SetTimer,, Off ; Make sure we turn back off the timer -- otherwise it'll keep calling CheckOff every 2 seconds...
return
:*:bug::
if Check {
WinActivate, ahk_exe chrome.exe
Sleep 50 ; give just a bit of time for Chrome to respond
Send ^t ; To you know -- open a new window :)
Send ^l ; this is the shortcut for focusing on the address bar
Sleep 500 ; give just a bit of time for Chrome to respond
SendInput http://www.google.com{Enter}
} else {
SendInput bug
}
return
:*:lll::
if Check {
WinActivate, ahk_exe chrome.exe
Sleep 50 ; give just a bit of time for Chrome to respond
Send ^t ; To you know -- open a new window :)
Send ^l ; this is the shortcut for focusing on the address bar
Sleep 500 ; give just a bit of time for Chrome to respond
SendInput https://media.giphy.com/media/xT9KVAJenhRS0JPHFK/giphy.gif{Enter}
} else {
SendInput lll
}
return
:*:case::
if Check {
WinActivate, ahk_exe chrome.exe
Sleep 50 ; give just a bit of time for Chrome to respond
Send ^t ; To you know -- open a new window :)
Send ^l ; this is the shortcut for focusing on the address bar
Sleep 500 ; give just a bit of time for Chrome to respond
SendInput http://www.bing.com{Enter}
} else {
SendInput case
}
return
Here is a example:
#Include longhotkey.ahk
new LongHotkey("~t&e&f","exe_textify","hhh")
exe_textify(str){
Run D:\xx_zd\Textify\Textify.exe
}
new LongHotkey("~c&p&z","runprogram_cpuz","hhh")
runprogram_cpuz(str){
Run W:\xx_zd\CPU-Z\cpuz.exe
}
By using the script from the link below,you can define your custom long hotkey easily.
Origin link of how to create more than three custom hotkey combinations
class LongHotkey
{
; ; ; ; ; ; ; ; ;
; Author: Helgef
; Date: 2016-10-22
; Instructions: https://autohotkey.com/boards/viewtopic.php?f=6&t=24145
;
; Class variables
static instanceArray:=Object() ; Holds references to all objects derived from this class.
static allHotkeys:=Object() ; Holds all registred hotkeys.
static doNothingFunc:=ObjBindMethod(LongHotkey,"doNothing") ; All hotkeys are bound to this function.
static globalContextFunc:="" ; Global context function, set via setGlobalContext()
static allSuspended:=0 ; Used for pseudo-suspending all hotkeys.
static PriorLhk:="" ; Stores the long hotkey that was completed prior to the most recent completed lhk.
static mostRecentLhk:="" ; Stores the most recent lhk.
static TimeOfPriorLongHotkey:="" ; Stores the A_TickCount for the PriorLongHotkey.
static TimeOfMostRecentLongHotkey:="" ; Stores the A_TickCount for the most recently completed LongHotkey.
static hasFirstUps:=0 ; Keeps track of whether any lhk has specified FirstUp option.
static LatestFirstUp:="" ; For the first up option.
; Instance variables
hits:=0 ; Tracks the progress of the long hotkey.
contextFunc:="" ; Specified through setContext() method, to make the long hotkey context sensitive.
suspended:=0 ; Set by suspend() method, for pseudo-suspending hotkey.
FirstUpAllowed:=1 ; Used when enableFirstUp(true) has been called, to determine if upFunc should be called.
upFunc:="" ; See comment on FirstUpAllowed.
TimeOfThisLongHotkey:="" ; Stores the time of the last completion for this lhk.
;
; Callable instance methods
;
setContext(function:="",params*)
{
; Provide a function with an optional number of parameters to act as context function.
; This function should return true if the hotkey should be considered as in context, else false.
; Call setContext() without passing any parameters to remove context.
if IsFunc(function)
this.contextFunc:=Func(function).Bind(params*)
else if (function="")
this.contextFunc:=""
return
}
suspend(bool:=1)
{
; Pseudo-supend this hotkey. The registred hotkeys will remain, but the evaluation will terminate quick and no triggering is possible.
; Call with bool:=1 or do not pass a parameter at all, to invoke suspension.
; Call with bool:=0 to cancel suspension.
; Call with bool:=-1 to toggle suspension.
; Returns the current suspension state, ie., 1 for being suspended, 0 for not suspended.
return this.suspended:=bool=-1?!this.suspended:bool
}
setFunction(function,params*)
{
; Specify the name of the function that will be called when the long hotkey is completed, along with any number of parameters.
; Can be a label.
; If 'function' is not a function nor label, it is considered to be a string to send, it will be passed to LongHotkey.send()
; By default a reference to this hotkey is pushed into the params* array.
if RegExMatch(function,"#$") ; Mark the function name with an # (at) at the end to omit the reference to this instance in the params* array. Eg, "myFunc#"
function:=SubStr(function,1,-1)
else
params.push(this)
if IsFunc(function)
this.function:=Func(function).Bind(params*) ; Function to call when sequence is completed, with params.
else if IsLabel(function)
this.function:=function ; Label to call when sequence is completed.
else if (function!="")
this.function:=ObjBindMethod(LongHotkey,"Send",function) ; The parameter 'function' was not function nor label, send it as string instead.
else
this.function:=""
}
enableFirstUp(enable:=1)
{
; Enable the first key in the long hotkey to trigger its normal press event on its release, in the case when no other keys in the long hotkey was pressed.
; Call this function with parameter 0 to disable this behaviour.
if enable
{
LongHotkey.hasFirstUps:=this.upFunc?LongHotkey.hasFirstUps:++LongHotkey.hasFirstUps ; Only increment hasFirstUps counter if upFunc doesn't exist.
_downKey:=RegExReplace(this.keyList[1].down,"(?:\*|)(\w+)","{$1}") ; Encloses key name in "{ }"
this.upFunc:=ObjBindMethod(LongHotkey,"SendFirstUp",_downKey)
}
else if (this.UpFunc!="") ; This check is to avoid decrement LongHotkey.hasFirstUps unless it has an upFunc
{
this.upFunc:=""
LongHotkey.hasFirstUps--
}
return
}
ThisLongHotkey()
{
; Similar to A_ThisHotkey.
; Call this method on the reference passed to the success function, to get back the string that defined the hotkey.
; Eg, A_ThisLongHotkey:=lh.ThisLongHotkey(), where lh is the last parameter of the success function, eg, f(x1,...,xn,lh)
return this.keys
}
TimeSinceThisLongHotkey()
{
; Similar to A_TimeSinceThisHotkey.
; Returns the time (in ms) since this lhk was triggered.
; If the long hotkey has never been triggered, this method returns -1.
return this.TimeOfThisLongHotkey?A_TickCount-this.TimeOfThisLongHotkey:-1
}
getKeyList()
{
; Similar to the ThisLongHotkey() method, but here an array is returned. Note that modifers doesn't get their own spots in the array, eg,
; keys:="^ & a & b ! & c" transforms to keyList:=[^a, ^b, ^!c]
; This description is not correct any more < - - NOTE
return this.keyList
}
unregister()
{
; Unregister this long hotkey. To free the object, do lh:="" afterwards, if you wish. Here, lh is an instance of the class LongHotkey.
; To reregister, use reregister() method (not if lh:="" was done, obviously).
_clonedList:=this.keyList.clone()
LongHotkey.instanceArray.delete(this.instanceNumber)
Hotkey, If, LongHotkey.Press()
For _k, _key in _clonedList ; For each key(.down) in this long hotkey, check if it is registred in any of the other hotkeys, if it is, do not unregister it, else, do.
{
_deleteThis:=1
For _l, _lh in LongHotkey.instanceArray ; Search for the key in another long hotkey, if it is found, do not delete it.
{
For _m, _dndKey in _lh.keyList
{
if (_key.down=_dndKey.down)
{
_deleteThis:=0 ; do not delete key.
break,2
}
}
}
if _deleteThis
{
Hotkey, % _key.down, Off ; Turn off the hotkey, and remove it from the allHotkeys list.
LongHotkey.allHotkeys.delete(_key.down)
}
}
this.keyList:=_clonedList ; The clone lives.
this.registred:=0 ; This long hotkey is not registred any more.
Hotkey, If
return
}
reregister()
{
; Reregister a long hotkey, return 1 on success, 0 otherwise.
if this.registred
return 0
For _k, _key in this.keyList ; If we get here, this is the clone.
LongHotkey.RegisterHotkey(_key.down)
this.instanceNumber:=LongHotkey.instanceArray.push(this)
this.registred:=1
return 1
}
;
; Callable class methods
;
suspendAll(bool:=1)
{
; Pseudo-supend all long hotkeys.
; The registred hotkeys will remain, but the evaluation will terminate quick and no triggering is possible.
; To truly suspend, use the built in Supend command.
; Call with bool:=1 or do not pass a parameter at all, to invoke suspension.
; Call with bool:=0 to cancel suspension.
; Call with bool:=-1 to toggle suspension.
; Returns the current suspension state, ie., 1 for all is suspended, 0 for not suspended
return LongHotkey.allSuspended:=bool=-1?!LongHotkey.allSuspended:bool
}
setGlobalContext(function:="",params*)
{
; Provide a function with an optional number of parameters to act as global context function.
; If this function is set and returns 0 no hotkey is active.
; This function should return true if the hotkey should be considered as in context, else false.
; Call with setGlobalContext() without any parameters to remove context.
if IsFunc(function)
LongHotkey.globalContextFunc:=Func(function).Bind(params*)
else if (function="")
LongHotkey.globalContextFunc:=""
return
}
unregisterAll(onOff:="Off")
{
; Unregisters all hotkeys.
; Do not pass a parameter
Hotkey, If, LongHotkey.Press()
For _key in LongHotkey.allHotkeys
Hotkey, % _key, % onOff
Hotkey, If,
return
}
reregisterAll()
{
; Reregisters all hotkeys.
return LongHotkey.unregisterAll("On")
}
MostRecentLongHotkey(ref:=0)
{
; This is returns the most recently completed long hotkey.
; Call with ref:=0 or without any parameter, to get the key string that defined the hotkey that triggered most recently, eg,
; "a & b & c".
; Call with ref:=1 to recieve a reference to the most recent long hotkey instead.
return !ref?LongHotkey.MostRecentLhk.keys:LongHotkey.MostRecentLhk
}
TimeSinceMostRecentLongHotkey()
{
; Returns the time since (in ms.) the the most recently lhk was triggered.
; If no long hotkey has been triggered, this method returns -1.
return LongHotkey.TimeOfMostRecentLongHotkey?A_TickCount-LongHotkey.TimeOfMostRecentLongHotkey:-1
}
PriorLongHotkey(ref:=0)
{
; Similar to A_PriorHotkey.
; Call with ref:=0 or without any parameter, to get the key string that defined the hotkey that triggered prior to the most recent one, eg,
; "a & b & c".
; Call with ref:=1 to recieve a reference to the prior long hotkey instead.
; returns blank if no PriorLongHotkey exists.
return !ref?LongHotkey.Priorlhk.keys:LongHotkey.Priorlhk
}
TimeSincePriorLongHotkey()
{
; Similar to A_TimeSincePriorHotkey
; Returns the time since (in ms.) the prior lhk was last triggered. That is, time since the lhk prior to the most recent one was triggered.
; If there is no prior long hotkey, this method returns -1.
return LongHotkey.TimeOfPriorLongHotkey?A_TickCount-LongHotkey.TimeOfPriorLongHotkey:-1
}
;
; End callable methods.
;
__New(keys,function,params*)
{
this.instanceNumber:=LongHotkey.instanceArray.Push(this)
this.length:=this.processKeys(keys) ; Creates a "keyList" for this instance, and returns the appropriate length.
this.registred:=1 ; Indicates that the hotkeys are registred.
this.keys:=keys
this.setFunction(function,params*)
}
processKeys(str)
{
; Pre-process routine, runs once per new long hotkey.
; Converts the key string (str) to an array, keyList[n]:={down:modifier key_n, up: "*key_n up", tilde:true/false}
; Eg, "^ & ~a & b & ! & c" -> keyList[1]:={down: "^a", up: "*a up", tilde: 1}
; keyList[2]:={down: "^b", up: "*b up", tilde: 0}
; keyList[3]:={down: "^!c", up: "*c up", tilde: 0}
; Also makes a slightly redunant array: keyUpList[keyList[n].up]:=n. It is used in the Release() function, to quickly determine which part of the hotkey sequnce was released.
;
this.keyList:=Object()
this.keyUpList:=Object()
_modifiers:=""
; Adjust key string (str) to fit pre-process routine
str:=RegExReplace(str,"\s","") ; Remove spaces.
; Transfrom modifiers given by name to symbol styled modifier, eg, "LCtrl" --> "<^"
_ModifierList := { LControl:"<^",LCtrl:"<^",RControl:">^",RCtrl:">^",Ctrl:"^",Control:"^"
,LAlt:"<!",RAlt:">!",Alt:"!"
,LShift:"<+",RShift:">+",Shift:"+"
,LWin:"<#",RWin:">#",Win:"#" ; "Win" is not a supported key, but it works here.
,AltGr:"<^>!"}
; prepend #0 to last key if it is a modifier. Cheap way to make modifiers work as last key. This is an after-constructionm, due to some oversight.
if _ModifierList.HasKey(RegExReplace(str,".*&(.*)","$1"))
str:=RegExReplace(str,"(.*&)","$1#0")
For _name, _symbol in _ModifierList
str:=RegExReplace(str,"i)\b" _name "\b", _symbol) ; Swap names for symbols.
; Parse 1, tilde ~
_ctr:=0 ; For correct indexing of tilde ~.
Loop, Parse, str,&
{
if RegExMatch(A_LoopField,"[\^!#+]+")
continue
_ctr++
this.keyList[_ctr]:={} ; Create an empty "sub-object" at index _ctr, this will have three key-value pairs: down,up,tilde.
if RegExMatch(A_LoopField,"~")
this.keyList[_ctr].tilde:=1 ; If key has tilde, 0 should be returned from Press(), then the key is not suppressed.
else
this.keyList[_ctr].tilde:=0 ; Keys without tilde, should be suppressed.
}
str:=RegExReplace(str,"~","") ; Remove all ~
; Parse 2, set up key list and register hotkeys.
_ctr:=0 ; For correct indexing.
Loop, Parse, str,&
{
if RegExMatch(A_LoopField,"[\^!#+]+") && !InStr(A_LoopField, "#0") ; Check if modifers. #0 is to allow last key as modifier.
{
_modifiers:=LongHotkey.sortModifiers(_modifiers A_LoopField)
continue
}
_ctr++
_key:=RegExReplace(A_LoopField,"#0") ; This is a cheap way to make modifiers work as last key
LongHotkey.RegisterHotkey(_modifiers _key) ; Register this hotkey, i.e, modifier+key.
this.keyList[_ctr].down:=_modifiers _key ; Down events will trigger Press()
this.keyList[_ctr].up:=(InStr(_key,"*")?"":"*") _key " up" ; Using this format for the up event is due to that there seemed to be problems with modifiers. That is good english.
; Test
this.keyUpList[this.keyList[_ctr].up]:=_ctr ; This is slightly redundant, but it should improve performance.
LongHotkey.allHotkeys[_modifiers _key]:="" ; This is used for un/re-registerAll().
}
return _ctr ; Return the length of the sequence.
}
sortModifiers(unsorted)
{
; Helper function for process keys. Sorts modifiers, to aviod, eg, ^!b and !^b, this enables user to instanciate
; long hotkeys like, "ctrl & a & alt & b" and "alt & a & ctrl & b", simultaneously.
_ModifierList := [{"<^>!":4},{"<^":2},{">^":2},{"<!":2},{">!":2},{"<+":2}
,{">+":2},{"<#":2},{">#":2},{"+":1},{"^":1},{"!":1},{"#":1}]
_sorted:=""
For _k, _mod in _ModifierList ; This is 13 iterations.
For _symbol, _len in _mod ; This loop is one iteration.
if (_p:=InStr(unsorted,_symbol))
_sorted.=SubStr(unsorted,_p,_len), unsorted:=StrReplace(unsorted,_symbol,"")
return _sorted
}
;;
;; Hotkey evaluation methods.
;;
Press()
{
Critical,On
if (LongHotkey.allSuspended || (LongHotkey.LatestFirstUp!="" && ((LongHotkey.LatestFirstUp:="") || 1))) ; If pseudo-suspended, return 0 immediately, or if first up is needed to be suppressed.
return 0
if (LongHotkey.globalContextFunc!="" && !LongHotkey.globalContextFunc.Call()) ; Global context check
return 0
_upEventRegistred:=0 ; To aviod registring the up event more than once
_oneHit:=0, _tilde:=0 ; These values will togheter determine if the output should be suppressed or not, it is an unfortunate solution, w.r.t. maintainabillity. Hopefully it works and need not be changed.
_priority:=0, _dp:=0 ; In case a lot of hotkeys are triggered at the same time, or any other reason, one can set dp:=1 to make sure the timers for the success functions is set with decreaseing priority, hence they will not interupt eachother, but execute in the order their settimer is created. If you want the timers not to be interupted by other timers and such, set priority to a high enough value.
For _k, _lh in LongHotkey.instanceArray
{
if (_lh.hits=0 && (_lh.suspended || (_lh.contextFunc!="" && !_lh.contextFunc.Call()))) ; Check if suspended, and check context only when first key is pressed.
continue
if (_lh.hits>0 && _lh.keyList[_lh.hits].down=A_ThisHotkey) ; Key is same as last, suppress and continue.
{
_oneHit:=1
_tilde+=_lh.keyList[_lh.hits].tilde
continue
}
if (_lh.keyList[_lh.hits+1].down=A_ThisHotkey) ; Check if advanced.
{
_oneHit:=1
_lh.hits+=1 ; Update hit count.
_tilde+=_lh.keyList[_lh.hits].tilde
if (_lh.hits=_lh.length) ; Hotkey completed.
{
_timerFunction:=_lh.function ; Set up function call.
SetTimer, % _timerFunction,-1,% _priority - _dp ; priority and dp is explaind a few lines up.
_lh.hits-=1 ; Decrement the hit count to enable auto-repeat of the hotkey-
_lh.FirstUpAllowed:=0 ; No "first up" if hotkey completed.
; Manage TimeSince, and PriorLongHotkey stuff.
_lh.TimeOfThisLongHotkey:=A_TickCount
LongHotkey.PriorLhk:=LongHotkey.mostRecentLhk ; Manage prior long hotkey.
LongHotkey.mostRecentLhk:=_lh
LongHotkey.TimeOfPriorLongHotkey:=LongHotkey.TimeOfMostRecentLongHotkey ; Time stamps.
LongHotkey.TimeOfMostRecentLongHotkey:=A_TickCount
continue ; No need to bind up-event for last key.
}
if !_upEventRegistred
{
_doNothingFunc:=LongHotkey.doNothingFunc ; Hotkey has advanced, but not compeleted.
Hotkey, If, LongHotkey.Release() ; Bind up-event.
Hotkey, % _lh.keyList[_lh.hits].up, % _doNothingFunc, On
Hotkey, If,
_upEventRegistred:=1
}
}
}
return _oneHit*(_tilde=0) ; If there is no hit, no suppress, if there is a tilde but no hotkey advanced/completed, no suppress.
}
Release()
{
; Every time a key is released, all long hotkeys are set to zero hits.
Critical, On
Hotkey, If, LongHotkey.Release() ; Unbind this up-event.
Hotkey, % A_ThisHotkey, Off
Hotkey, If
; Determine if this up event should reset or decrease the hit count for any long hotkey. Also, manages the "first_up" option
_oneTimerSet:=0 ; For first up option
if LongHotkey.hasFirstUps ; Do this check to avoid calling noMultiHits() unless necessary.
_noMultiHits:=LongHotkey.noMultiHits() ; For first up option
For _k, _lh in LongHotkey.instanceArray
{
if (_lh.hits=0)
continue
if (_noMultiHits && !_oneTimerSet && _lh.upFunc!="" && _lh.hits=1 && _lh.FirstUpAllowed && _lh.keyList[1].up=A_ThisHotkey)
{
_timerFunction:=_lh.upFunc
SetTimer,% _timerFunction,-1
_oneTimerSet:=1 ; Only send one time, in case more than one hotkey has this as first key.
LongHotkey.LatestFirstUp:=_lh.keyList[1].down ; This is needed to disable Press() when the first up is triggered.
}
; Determine new hit count for this long hotkey.
_n:=_lh.keyUpList[A_ThisHotkey]
if (_n!="" && _n<=_lh.hits)
_lh.hits:=_n-1
_lh.FirstUpAllowed:=_lh.hits?_lh.FirstUpAllowed:1
}
return 0
}
noMultiHits()
{
; Helper function for FirstUp option, called from Release()
For _k, _lh in LongHotkey.instanceArray
if !_lh.FirstUpAllowed
return 0
return 1
}
RegisterHotkey(key)
{
; Register key to function doNothing(), under context LongHotkey.Press()
_doNothingFunc:=LongHotkey.doNothingFunc
Hotkey, If, LongHotkey.Press()
if !LongHotkey.allHotkeys.HasKey(key) ; Make sure key not already registred.
{
Hotkey,% key,% _doNothingFunc, On
LongHotkey.allHotkeys[key]:=""
}
Hotkey, If
return
}
doNothing(){
return ; All hotkeys are bound to this, serves two purposes:
} ; 1. The hotkey command require a function/label, 2. calling this function will suppress the "usual" output of the hotkey, when needed.
SendFirstUp(key)
{
; Function to send first key in case enableFirstUp(1) has been called
SendLevel,1 ; If there is problems with the first up function, try to increase/remove this.
Send, % key
return
}
Send(str)
{
; Mostly for testing, but works if wanted.
SendInput, % str
return
}
; For the hotkey command.
#If LongHotkey.Press()
#If LongHotkey.Release()
#If
}

Priority when 2 keys are pressed at the same time - script for a game

Basically, I want it so that when I have 2 keys pressed together (both A and D, specifically), the last key pressed should have priority, and the key before that should be "suppressed" (no input).
For example: in a game, when you press A, your character moves to the left, and when you press D, he moves to the right.
Pressing those 2 keys together makes the character stop.
Now the thing here is that I don't want the character to stop, I want him to continue to move, based on the last key I pressed, even though I'm holding 2 keys at the same time.
I thought this was going to be a trivial task but I actually got a little overwhelmed after trying to learn how to implement this (I'm a noob, sorry :C ), so I came here looking for some help on how to do this on AHK or any easy to compile scripting language that directly changes the input of a key. I'm not trying to modify or create a game, so a script that remaps those keys is enough!
Autohotkey example, following your "A and D, specifically" question:
for k,v in StrSplit("ad")
Hotkey, % "~$" v,Silveirous
Silveirous:
t:=SubStr(A_PriorHotkey,3)
if GetKeyState(t) and (A_ThisHotkey!=A_PriorHotkey)
Send {%t% up}
return
Documentation:
for k,v in, StrSplit(), Hotkey,,,, "~$", SubStr(), A_Prior/ThisHotkey, if, GetKeyState(), t:=... and ... !=, Send {%t% up}
Edit:
Another solution, made to be working as explained in OP's edit/comment:
#If GetKeyState("d","p")
~a::Send {d up}
~a up::Send {d down}
#If GetKeyState("a","p")
~d::Send {a up}
~d up::Send {a down}
#If
Make sure to mind the difference between #If and if (expression) usage cases.
I'm too late but this could help someone in future :)
Basically you need a variable to keep track of which direction the character faced first and act according to that. A code example could be:
let currentDir = 0;
let maxSpeed = (deltaTime * someConstant);
if (IsKeyDown(KEY_RIGHT) && IsKeyDown(KEY_LEFT))
{
if (currentDir == 1)
speed.x = -maxSpeed;
else if (currentDir == -1)
speed.x = maxSpeed;
}
else if (IsKeyDown(KEY_LEFT))
{
currentDir = -1;
speed.x = -maxSpeed;
}
else if (IsKeyDown(KEY_RIGHT))
{
currentDir = 1;
speed.x = maxSpeed;
}
else
{
speed.x = 0.0f;
currentDir = 0;
}
//And at last player's position would change every frame
player.x += speed.x;
Then when you press left while pressing right the character moves left without stopping and vice versa :)

Keyboard signals and foldp in Elm

I'm trying to make a text field that submits its input by pressing Enter and is cleared by Escape.
import Graphics.Element exposing (flow, down, show)
import Signal exposing ((<~), (~))
import Graphics.Input.Field exposing (noContent, defaultStyle, field)
import String
import Keyboard
main = Signal.map view (Signal.foldp step init signals)
signals = (,,) <~ box.signal
~ Signal.sampleOn Keyboard.enter box.signal
~ escape
escape = Keyboard.isDown 27
box = Signal.mailbox noContent
init = (noContent, noContent, False)
view (text, query, clear) =
flow down
[ field defaultStyle (Signal.message box.address) "Enter text" text
, show (String.words query.string)
]
step (text, query, clear) _ =
case clear of
False -> (text, query, clear)
True -> (noContent, noContent, clear)
This produces an empty field only while holding Escape and reverts to whatever was entered when Escape is released.
Trying to understand why this is the case lead me to a smaller example:
import Graphics.Element exposing (show)
import Signal
import Char
import String
import Keyboard
main = Signal.map show input
input = Signal.foldp step "" (Signal.map2 (,) Keyboard.presses escapeDown)
escapeDown = Keyboard.isDown 27
step (keyCode, esc) string =
case esc of
True -> ""
False -> string ++ keyToString keyCode
keyToString = String.fromChar << Char.fromCode
The accumulated string of characters is emptied on pressing Escape but releasing it results in a string of a single (last entered) character.
From what I understand, Keyboard.isDown signal is triggered while holding and on key release. So how can I clear the field persistently?
The reason you see this behaviour
When you create a signal of pairs (Signal (KeyCode,Bool)) out of two signals (Signal KeyCode/Signal Bool), that signal of pairs will update every time of of the signals update. So the value of Signal.map2 (,) Keyboard.presses escapeDown over time might be:
(0,False), (97,False), (98,False), (98,True), (98,False)
^ ^ press 'a' ^ press 'b' ^ ^ release escape
program start press escape
When you press escape, the pair of values changes and your foldp updates to the empty string. When you release escape the pair of values changes again, so foldp updates again, finds the False value, therefore appends the last character you pressed to the empty string.
Solution
In this case you're really interested in the event when escape is pressed, but not when it isDown. Instead of creating a pair of the signals, it is in this case better to merge the signals. To do so they need to be of the same type. Here's an example:
import Graphics.Element exposing (show)
import Signal exposing ((<~))
import Char
import String
import Keyboard
type Input = KeyPress Keyboard.KeyCode | EscapePress
main = Signal.map show output
presses = KeyPress <~ Signal.filter ((/=) 27) 0 Keyboard.presses
escapePress = always EscapePress <~ escapeDown
input = Signal.merge escapePress presses
output = Signal.foldp step "" input
escapeDown = Keyboard.isDown 27
step input string =
case input of
EscapePress -> ""
KeyPress keyCode -> string ++ keyToString keyCode
keyToString = String.fromChar << Char.fromCode
With a union type Input, we represent the different inputs to the program. The presses are wrapped in the KeyPress constructor of the union type. The escape button is represented with the other constructor EscapePress. Now you have two signals of the same type, which you can merge. In your step function you pattern match on the constructors of your Input, and handle the familiar cases.
Note that I'm filtering the Keyboard.presses signal so you don't get a KeyPress event from pressing down, holding down or letting go of the escape key.

Detect a double key press in AutoHotkey

I'd like to trigger an event in AutoHotkey when the user double "presses" the esc key. But let the escape keystroke go through to the app in focus if it's not a double press (say within the space of a second).
How would I go about doing this?
I've come up with this so far, but I can't work out how to check for the second escape key press:
~Esc::
Input, TextEntry1, L1 T1
endKey=%ErrorLevel%
if( endKey != "Timeout" )
{
; perform my double press operation
WinMinimize, A
}
return
Found the answer in the AutoHotkey documentation!
; Example #4: Detects when a key has been double-pressed (similar to double-click).
; KeyWait is used to stop the keyboard's auto-repeat feature from creating an unwanted
; double-press when you hold down the RControl key to modify another key. It does this by
; keeping the hotkey's thread running, which blocks the auto-repeats by relying upon
; #MaxThreadsPerHotkey being at its default setting of 1.
; Note: There is a more elaborate script to distinguish between single, double, and
; triple-presses at the bottom of the SetTimer page.
~RControl::
if (A_PriorHotkey <> "~RControl" or A_TimeSincePriorHotkey > 400)
{
; Too much time between presses, so this isn't a double-press.
KeyWait, RControl
return
}
MsgBox You double-pressed the right control key.
return
So for my case:
~Esc::
if (A_PriorHotkey <> "~Esc" or A_TimeSincePriorHotkey > 400)
{
; Too much time between presses, so this isn't a double-press.
KeyWait, Esc
return
}
WinMinimize, A
return
With the script above, i found out that the button i wanted to detect was being forwared to the program (i.e. the "~" prefix).
This seems to do the trick for me (i wanted to detect a double "d" press)
d::
keywait,d
keywait,d,d t0.5 ; Increase the "t" value for a longer timeout.
if errorlevel
{
; pretend that nothing happened and forward the single "d"
Send d
return
}
; A double "d" has been detected, act accordingly.
Send {Del}
return
Source