If you remap keys like A::B , most of the software will treat a as B when you pressed a.
But if you remap some key like mouse scroll (up/down) :: B , the software(not every) will output scroll up/down first then B when you scrolled the the mouse.
Is that a way to only give the output of B just like the keyboard remapping?
THK
How to stop the pass-through of mouse scroll
Re: How to stop the pass-through of mouse scroll
I had no such trouble.
Code: Select all
WheelUp::b
Re: How to stop the pass-through of mouse scroll
Try this....
Code: Select all
#NoEnv
SendMode Input
#Persistent
#MaxHotkeysPerInterval 99000000
#SingleInstance Force
Process, Priority, , A
return
WheelUp::
if (A_PriorHotkey != A_ThisHotkey or A_TimeSincePriorHotkey > 50)
{
send, a
return
}
return
Esc::
ExitApp
Re: How to stop the pass-through of mouse scroll
Doesn't work for me but thk. As far as i know , key like ctrl , any key from gamepad/joystick will pass-through itself by default ... Maybe it is what it is ...
Re: How to stop the pass-through of mouse scroll
Ctrl:: and other neutral modifiers may not be blocked, as a special case, but LCtrl:: and RCtrl:: will block.As far as i know , key like ctrl , any key from gamepad/joystick will pass-through itself by default
Gamepad/joystick input is handled very differently to keyboard and mouse input. It is detected by polling, like calling GetKeyState repeatedly on a timer. There is no way to block it.
Mouse input is detected through the mouse hook. WheelUp::b most certainly blocks by default, but AutoHotkey's mouse hook may be unable to block input to other programs which detect input using a mouse hook or lower level methods.