Search found 4820 matches
- 21 Dec 2014, 20:51
- Forum: Ask for Help (v1)
- Topic: (C++) Making a DLL for use with AHK
- Replies: 2
- Views: 1632
(C++) Making a DLL for use with AHK
I am trying to make a DLL that AHK can interface. I started with the MS C++ DLL Walkthrough and then wrote an AHK file to interface with the DLL: #singleinstance force DllFile := "MathFuncsDll" DllCall("LoadLibrary", "Str", DllFile ".dll") ret := DllCall(DllFile ".dll\Add" , "UINT", 1, "UINT", 1) ms...
- 21 Dec 2014, 18:09
- Forum: Gaming Scripts (v1)
- Topic: Universal Joystick Remapper (UJR) - v6.10 2nd Nov 2015
- Replies: 169
- Views: 127219
Re: Universal Joystick Remapper (UJR)
UJR Changelog Key: ! : Warning * : Comment = : Change / Fix + : Added feature 6.9 - 8th Oct 2015 + Compiled with ADHD 3.3.3 As a result, you should no longer get a UAC prompt every time UJR starts. You should see it once, then it should not appear again. 6.8 - 6th Oct 2015 = Functionality Toggle bin...
- 21 Dec 2014, 14:21
- Forum: Gaming Scripts (v1)
- Topic: Universal Joystick Remapper (UJR) - v6.10 2nd Nov 2015
- Replies: 169
- Views: 127219
Universal Joystick Remapper (UJR) - v6.10 2nd Nov 2015
Please note: UJR is no longer maintained, please use UCR instead. What is it? A program to combine axes, buttons and the 1st hat from any of your physical joysticks into one or more 8 axis, 32 button virtual joysticks. it should work with any game. If the joystick you wish to use appears in Windows...
- 19 Dec 2014, 13:06
- Forum: Ask for Help (v1)
- Topic: Read full joystick state (ie 8 axes, 4 POVs) via DLLCalls?
- Replies: 9
- Views: 3847
Re: Read full joystick state (ie 8 axes, 4 POVs) via DLLCall
So i started doing a little learning, got the DirectInput samples up and working in VS2012.
However, it seems that in DirectInput land, joysticks are not numbered in the same way as AHK, it uses GUIDs.
I need to work out some way to get the GUID for each joystick ID.
However, it seems that in DirectInput land, joysticks are not numbered in the same way as AHK, it uses GUIDs.
I need to work out some way to get the GUID for each joystick ID.
- 15 Dec 2014, 19:03
- Forum: Ask for Help (v1)
- Topic: Read full joystick state (ie 8 axes, 4 POVs) via DLLCalls?
- Replies: 9
- Views: 3847
Re: Read full joystick state (ie 8 axes, 4 POVs) via DLLCall
First link is a bit mangled mate
- 13 Dec 2014, 10:12
- Forum: Ask for Help (v1)
- Topic: Read full joystick state (ie 8 axes, 4 POVs) via DLLCalls?
- Replies: 9
- Views: 3847
Re: Read full joystick state (ie 8 axes, 4 POVs) via DLLCall
I think RawInput may also do it, but yeah DI was what I was looking to support.
- 12 Dec 2014, 18:52
- Forum: Ask for Help (v1)
- Topic: Read full joystick state (ie 8 axes, 4 POVs) via DLLCalls?
- Replies: 9
- Views: 3847
Re: Read full joystick state (ie 8 axes, 4 POVs) via DLLCall
Thanks for the link, but unfortunately XInput supports less than what AHK does currently. The only benefit I know of with XInput is that you can detect state of the individual triggers of an XBox controller. XInput only supports 6 axes and 1 POV like AHK does, but it supports a maximum of 10 buttons...
- 12 Dec 2014, 12:14
- Forum: Bug Reports
- Topic: GetKeyState() does not support all joystick functions
- Replies: 13
- Views: 5771
- 12 Dec 2014, 12:13
- Forum: Ask for Help (v1)
- Topic: Read full joystick state (ie 8 axes, 4 POVs) via DLLCalls?
- Replies: 9
- Views: 3847
Read full joystick state (ie 8 axes, 4 POVs) via DLLCalls?
AHK only supports 6 axes, 1 POV, whereas windows supports 8 axes, 4 POVs. Is anyone able to assist with accessing the full data in AHK? I have done DLL calls before, but this is a bit beyond my skills, I think it may require a DLL or something to be written that can poll the joystick and then be cal...
- 12 Dec 2014, 04:59
- Forum: Bug Reports
- Topic: GetKeyState() does not support all joystick functions
- Replies: 13
- Views: 5771
Re: GetKeyState() does not support all joystick functions
Well I just need to be able to read all the axes and POVs that windows supports.
So would need some AHK code (Or a DLL that my AHK code can call) that accesses this info via something like DirectInput or RawInput .
So would need some AHK code (Or a DLL that my AHK code can call) that accesses this info via something like DirectInput or RawInput .
- 11 Dec 2014, 05:20
- Forum: Bug Reports
- Topic: GetKeyState() does not support all joystick functions
- Replies: 13
- Views: 5771
Re: GetKeyState() does not support all joystick functions
OK, maybe I should clarify that a bit. What I meant was, games do not use WinMM, as evidenced by the fact that I have not seen or heard of a game in years that does not support the full 8 axes. Apart from games with the "Games For Windows" logo - often these use XInput because they only support XBox...
- 10 Dec 2014, 04:59
- Forum: Bug Reports
- Topic: GetKeyState() does not support all joystick functions
- Replies: 13
- Views: 5771
Re: GetKeyState() does not support all joystick functions
DirectInput is still very much alive and kicking. So is WinMM. Both are "deprecated". If you're going to hope and pray that Microsoft remove WinMM, you should also hope and pray that they don't remove DirectInput as well. Either way, they would break a whole lot of programs and alienate a lot of us...
- 10 Dec 2014, 04:38
- Forum: Wish List
- Topic: Could we get a ListHotkeys that returns an object?
- Replies: 10
- Views: 4023
Re: Could we get a ListHotkeys that returns an object?
Ooh nice, thanks
- 10 Dec 2014, 04:16
- Forum: Bug Reports
- Topic: GetKeyState() does not support all joystick functions
- Replies: 13
- Views: 5771
Re: GetKeyState() does not support all joystick functions
Note Use of legacy DirectInput is not recommended, and DirectInput is not available for Windows Store apps. http://msdn.microsoft.com/en-us/library/windows/desktop/ee417014 XInput is for XBox 360 controllers only. DirectInput is still very much alive and kicking. It's the simulation community that ...
- 09 Dec 2014, 11:19
- Forum: Wish List
- Topic: Could we get a ListHotkeys that returns an object?
- Replies: 10
- Views: 4023
Could we get a ListHotkeys that returns an object?
How about adding a command that returns the data shown by ListHotkeys, but as an object (array)?
This would be handy for debugging hotkey binding routines.
This would be handy for debugging hotkey binding routines.
- 09 Dec 2014, 04:49
- Forum: Bug Reports
- Topic: GetKeyState() does not support all joystick functions
- Replies: 13
- Views: 5771
Re: GetKeyState() does not support all joystick functions
"The multimedia joystick API has been superseded by DirectInput". Is there any chance that AHK's joystick support will be moved to DirectInput? Or would I have to hope and pray Microsoft remove WinMM from Windows 10? Failing that, if I obtained or wrote a DirectInput library, would I be likely to se...
- 08 Dec 2014, 06:04
- Forum: Bug Reports
- Topic: GetKeyState() does not support all joystick functions
- Replies: 13
- Views: 5771
GetKeyState() does not support all joystick functions
GetKeyState does not support all joystick functions. http://ahkscript.org/docs/KeyList.htm#Joystick Windows supports up to 8 Axes: The ones AHK currently supports: X, Y, Z, R, U, V However, for example in vJoy there are 8 axes, named like so: X, Y, Z, RX, RY, RZ, SL0, SL1 Furthermore, AHK does not s...
- 04 Dec 2014, 09:57
- Forum: Ask for Help (v1)
- Topic: Suitability of AHK to simulate several hours of PC usage?
- Replies: 1
- Views: 944
Re: Suitability of AHK to simulate several hours of PC usage
Hi, AHK would be fine I think - yes it was originally intended to do hotkeys, but it can do so much more than that. I think the windows automation tools (make a certain window active, click mouse at certain point, type keys etc) would prove very useful, but without the overhead of a language like C+...
- 28 Nov 2014, 06:17
- Forum: Ask for Help (v1)
- Topic: Compile all architecture combos? (x86, x64, ANSI, Unicode)
- Replies: 8
- Views: 3404
Re: Compile all architecture combos? (x86, x64, ANSI, Unicod
Aaagh! After running AHK2Exe like that, now when I right-click compile scripts on my PC, they all give the "Windows Protected your PC" error when I run the EXE on a Win8 machine! If I compile the EXE on the Win8 machine, fine. If I compile the EXE on my machine and transfer over, it wont run. EXEs ...
- 27 Nov 2014, 14:12
- Forum: Ask for Help (v1)
- Topic: Compile all architecture combos? (x86, x64, ANSI, Unicode)
- Replies: 8
- Views: 3404
Re: Compile all architecture combos? (x86, x64, ANSI, Unicod
Aaagh! After running AHK2Exe like that, now when I right-click compile scripts on my PC, they all give the "Windows Protected your PC" error when I run the EXE on a Win8 machine! If I compile the EXE on the Win8 machine, fine. If I compile the EXE on my machine and transfer over, it wont run. EXEs t...