I want to make the mousewheel up and down send the + and - keys respectively - directly to the OS, as if it came from the keyboard. But only when the Win Key is pressed.
That is the Windows 7 Magnifier uses Win+- and Win++ to zoom in and out, and I want to do that via win-mousewheel, the way it should have worked. Any similar solution will do but would prefer to use the built-in one due to its great multi-monitor support.
I only know VB.NET and C# so in the likely scenario that the solution would be in another language please provide enough that I wouldn't need to learn the language.
Example solution below. It works correctly with Win7 Magnifier, unfortuneatly needs Python 2.5.4, pywin32, pyHook and SendKeys. But it can be rewritten in C/C++ with only a little more effort.
import pythoncom, pyHook, SendKeys
IS_WIN_DOWN = False
def OnMouseEvent(event):
if IS_WIN_DOWN:
if event.Wheel == 1:
SendKeys.SendKeys('{+}')
else:
SendKeys.SendKeys('-')
return True
def OnKeyboardEvent(event):
global IS_WIN_DOWNN
if event.KeyID is 91: #LWIN == 91
if event.Message == 256: #KEY_DOWN == 256
IS_WIN_DOWN= True
elif event.Message == 257: #KEY_UP == 257
IS_WIN_DOWN= False
return True
hm = pyHook.HookManager()
hm.SubscribeMouseWheel(OnMouseEvent)
hm.SubscribeKeyDown(OnKeyboardEvent)
hm.SubscribeKeyUp(OnKeyboardEvent)
hm.HookMouse()
hm.HookKeyboard()
pythoncom.PumpMessages()
Also: old question with a solution in C#
http://www.autohotkey.com/
Related
I'm developing a library for reading CD-ROMs and the ISO9660 file system.
Long story short, pretty much everything is working except for one thing I'm having a hard time figuring out how it's done:
Where does XA standard defines differentiation among Mode 2 Form 1 from Mode 2 Form 2?
Currently, I am using the following pseudo-code to differentiate between both forms; albeit it's a naive heuristic, it does work but well, it's far from ideal:
var buffer = ... // this is a raw sector of 2352 bytes
var m2F1 = ISector.Cast<SectorMode2Form1>(buffer);
var edc1 = EdcHelper.ComputeBlock(0, buffer, 16, 2056);
var edc2 = BitConverter.ToUInt32(m2F1.Edc, 0);
var isM2F1 = edc1 == edc2;
if (isM2F1) return CdRomSectorMode.Mode2Form1;
// NOTE we cannot reliably check EDC of M2F2 since it's optional
var isForm2 =
m2F1.SubHeaderCopy1.SubMode.HasFlag(SectorMode2Form1SubHeaderSubMode.Form2) &&
m2F1.SubHeaderCopy2.SubMode.HasFlag(SectorMode2Form1SubHeaderSubMode.Form2);
if (isForm2) return CdRomSectorMode.Mode2Form2;
return CdRomSectorMode.Mode2Formless;
If you look at some software like IsoBuster, it appears to be a track-level property, however, I'm failing to understand where the value would be read from within the track.
I'm actually doing something similar in typescript for my ps1 mod tools. It seems like you actually probably have it correct here, since I'm going to assume your HasFlag check is checking position bit position 6 of the subheader. If that flag is set, you are in form 2.
So what you probably want something like:
const sectorBytes = new Uint8Arrray(buffer);
if (sectorBytes[0x012] & 0x20) === 0x20) {
return CdRomSectorMode.Mode2Form2;
} else {
return CdRomSectorMode.Mode2Form1;
}
You could of course use the flag code you already have, but that would require you to use one of the types first to get that. This just keeps it generic bytes and checks the flag, then returns the relevant mode.
I am wanting to compare strings and am unable to. Consider this example:
#set($foo = "a")
#set($bar = "a")
#if($foo == $bar) // Not the same
#if($foo == $bar.toString()) // The same
#if($foo.toString() == $bar) // The same
If I cast a single one then it matches?
The example on Apache site shows similar use (though there is a typo saying neither choice will ever match)
#set ($foo = "deoxyribonucleic acid")
#set ($bar = "ribonucleic acid")
#if ($foo == $bar)
In this case it's clear they aren't equivalent. So...
#else
They are not equivalent and this will be the output.
#end
They do mention casting as string when items are of diff class of course but this is not my case.
What's going on? I am doing this on Serverless Framework using the AppSync Local plugin. Could the issue be there?
Update Potentially a bug in awsutils offline app sync package. Bug report filed. Stay tuned.
[My code is :]
local function MWin()
game.StarterGui.ScreenGui1.DemonWin.Visible = true
if game.Workspace.Mages_Boss.Humanoid.Died:connect(function()
print("good")
end
[My noob is named : Mages_Boss
And my screen gui is named : DemonWin
I dont know what to put for "print("good")".]
First, modifying the starter GUI does nothing. You need to change the one player or all players with a for loop. In my answer, I’ll use the former with a player named ROBLOX. If you want to start with it invisible, you need game.Players.ROBLOX.PlayerGui.ScreenGui1.DemonWin.Visible = false. To make it visible on the death event, use game.Players.ROBLOX.PlayerGui.ScreenGui1.DemonWin.Visible = true.
Try using
DemonWin.Enabled=true;
or
DemonWin.Enabled=false;
to toggle whether it is active or not. I suppose in the died function, use the latter.
I'm going to assume you're not firing the function so you can get rid of that. You're also going to remove the .Died since it fires even when it's not dead. So your best bet would be to do also add a debounce- kind of function to your script. Here's the modified version:
game.StarterGui.ScreenGui1.DemonWin.Visible = false
if game.Workspace.Mages_Boss.Humanoid.Health == 0 then
game.StarterGui.ScreenGui1.DemonWin.Visible = true
else
game.StarterGui.ScreenGui1.DemonWin.Visible = false
end
Also, you would have to put the GUI in the StarterGui (located in game.Players.LocalPlayer.StarterGui) in order to not publicly malfunction this script.
In awesome 4.0, is there a way to only display the titlebar on floating windows?
Looking at the docs, there doesn't seem to be an option out of the box.
To specify; I'm looking for a solution that work when I dynamically switch windows between tiling and floating.
A bit late, but I wanted to do this too and I got it mostly working. It doesn't cover all the cases when you'd expect a client to show or hide its titlebar, but it's close enough for my use case.
It's rather simple, first you need to disable titlebars for every client, so add titlebars_enabled = false in the properties of the default rule matching all clients.
Then, when a client becomes floating you need to toggle on his titlebar, and toggle it off when it stops floating.
I wrote this little helper function to make the code clearer. It's rather simple, if s is true then show the bar, hide it otherwise. But there's a catch, in our case the windows never had a titlebar so it isn't created yet. We send the signal to have one built for us if the current one is empty.
-- Toggle titlebar on or off depending on s. Creates titlebar if it doesn't exist
local function setTitlebar(client, s)
if s then
if client.titlebar == nil then
client:emit_signal("request::titlebars", "rules", {})
end
awful.titlebar.show(client)
else
awful.titlebar.hide(client)
end
end
Now we can hook the property change:
--Toggle titlebar on floating status change
client.connect_signal("property::floating", function(c)
setTitlebar(c, c.floating)
end)
But that only applies to clients that changes states after being created. We need a hook for new clients that are born floating or in a floating tag:
-- Hook called when a client spawns
client.connect_signal("manage", function(c)
setTitlebar(c, c.floating or c.first_tag.layout == awful.layout.suit.floating)
end)
And finally, if the current layout is floating, clients don't have the floating property set, so we need to add a hook for layout changes to add the tittlebars on clients inside.
-- Show titlebars on tags with the floating layout
tag.connect_signal("property::layout", function(t)
-- New to Lua ?
-- pairs iterates on the table and return a key value pair
-- I don't need the key here, so I put _ to ignore it
for _, c in pairs(t:clients()) do
if t.layout == awful.layout.suit.floating then
setTitlebar(c, true)
else
setTitlebar(c, false)
end
end
end)
I didn't want to spend to much time on this so it doesn't cover cases where a client gets tagged in a floating layout, or when a client is tagged multiple times and one of those tag is floating.
Change
{ rule_any = {type = { "normal", "dialog" }
}, properties = { titlebars_enabled = true }
},
to
{ rule_any = {type = { "dialog" }
}, properties = { titlebars_enabled = true }
},
Niverton's solution works very well for simply switching from tiling to floating modes; however, floating windows will lose their titlebar when maximized and then unmaximized. To fix this, a better solution would be to replace
client.connect_signal("property::floating", function(c)
setTitlebar(c, c.floating)
end)
with
client.connect_signal("property::floating", function(c)
setTitlebar(c, c.floating or c.first_tag and c.first_tag.layout.name == "floating")
end)
This should fix the issue so that windows can be properly maximized without having to switch to tiling mode and back to get the titlebars again.
I found this general idea on a reddit post about the subject, provided by u/Ham5andw1ch. I have just simplified the code using Niverton's proposed function and some short-circuit logic.
This code is for a modding engine, Unitale base on Unity Written in Lua
So I am trying to use a Boolean Variable in my script poseur.lua, so when certain conditions are met so I can pass it to the other script encounter.lua, where a engine Predefined functions is being uses to make actions happens base on the occurring moment.
I tried to read the engine documentation multiple times, follow the exact syntax of Lua's fonction like GetVar(), SetVar(), SetGobal(),GetGlobal().
Searching and google thing about the Language, post on the subreddit and Game Exchange and tried to solve it by myself for hours... I just can't do it and I can't understand why ?
I will show parts of my codes for each.
poseur:
-- A basic monster script skeleton you can copy and modify for your own creations.
comments = {"Smells like the work\rof an enemy stand.",
"Nidhogg_Warrior is posing like his\rlife depends on it.",
"Nidhogg_Warrior's limbs shouldn't\rbe moving in this way."}
commands = {"GREET", "JUMP", "FLIRT", "CRINGE"}
EndDialougue = {" ! ! !","ouiii"}
sprite = "poseur" --Always PNG. Extension is added automatically.
name = "Nidhogg_Warrior"
hp = 99
atk = 1
def = 1
check = "The Nidhogg_Warrior is\rsearching for the Nidhogg"
dialogbubble = "rightlarge" -- See documentation for what bubbles you have available.
canspare = false
cancheck = true
GreetCounter = 5
Berserk = false
encounter:
-- A basic encounter script skeleton you can copy and modify for your own creations.
encountertext = "Nidhogg_Warrior is\rrunning frantically"
nextwaves = {"bullettest_chaserorb"}
wavetimer = 5.0
arenasize = {155, 130}
music = "musAncientGuardian"
enemies = {"poseur"}
require("Monsters.poseur")
enemypositions = {{0, 0}}
-- A custom list with attacks to choose from.
-- Actual selection happens in EnemyDialogueEnding().
-- Put here in case you want to use it.
possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
function EncounterStarting()
-- If you want to change the game state immediately, this is the place.
Player.lv = 20
Player.hp = 99
Player.name = "Teemies"
poseur.GetVar("Berserk")
end
Thank you for reading.
The answer to my problem was to use SetGobal(), GetGobal().
For some reasons my previous attempt to simply use SetGobal()Resulted in nil value despite writing it like that SetGobal("Berserk",true) gave me a nill value error, as soon as I launch the game.
But I still used them wrong. First I needed to put it SetGobal() at the end of the condition instead of at the start of the the poseur.lua script because the change of value... for some reasons was being overwritten by it first installment.
And to test the variable in the function in my encounter.lua, I needed to write it like that
function EnemyDialogueStarting()
-- Good location for setting monster dialogue depending on how the battle is going.
if GetGlobal("Jimmies") == true then
TEEEST()
end
end
Also any tips an suggestions are still welcome !
Well firstly, in lua simple values like bool and number are copied on assignment:
global={}
a=2
global.a=a--this is a copy
a=4--this change won't affect value in table
print(global.a)--2
print(a)--4
Secondly,
SetGobal and the other mentioned functions are not part of lua language, they must be related to your engine. Probably, they use word 'Global' not as lua 'global' but in a sense defined by engine.
Depending on the engine specifics these functions might as well do a deep copy of any variable they're given (or might as well not work with complicated objects).