Virtual Dj Keys

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Ahmend Studioz

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Aug 5, 2024, 6:19:21 AM8/5/24
to fainokeson
Hellowhen connecting from macOS to macOS with TeamViewer.app I often experience an issue where the Command key is stuck on the remote Mac (running headless and keyboardless). For instance, I have 3 tabbed folders in the Finder. I work with them every day. When the issue pops up, I can't click on any of the folder tabs to switch to another folder. I have to tap the Command key on my Mac several times to get it to behave on the remote Mac.

The other issue I'm experiencing, is being unable to use all the usual key commands like Command A, Command W, Command C etc etc, as well as pressing the Command key while clicking on the folder title in order to quickly navigate up and down the folder heriarchy.


Me too. This is definitely a regression bug, IMNSHO. Started a few weeks ago. Mac to Mac. (M1 to Intel.) Not sure of version #s but I only started using TV late this year, and for first several sessions, no problem. Now happens multiple times per session.


Yeah, it's incredibly annoying and a real speed suck when trying to get things done. I received an initial response on my support ticket. I replied with more detail. Hopefully, a useful response tomorrow. ?


@heffSTL thank you for responding to this thread. Tech Support was unable to duplicate the issue so nothing new to report here. Some days it's very bad and I have to constantly tap the same keys you mention above in order to get any work done. For some reason it's not as bad on other days.


I suggest hooking the WM_SYSKEYDOWN messages, and noting that the values correspond to constants that more often have identifiers (VK_MENU, in this case). After all, as programmers we're taught early on not to use magic numbers!


Another option, as pointed out in the comments, is to use GetAsyncKeyState. Your concerns that you won't be able to use vkCode seem strange, as GetAsyncKeyStates parameter is the virtual key code, after all, so the code you'd be using would be along the lines of:


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Create a virtual key with Aladdin Connect, as it allows homeowners to provide temporary or permanent access to relatives, friends, or service workers. Choose to provide visitors with their own access code, or simply open the door with your smart device when an expected visitor notifies you of their arrival. Simply have the person download the free Aladdin Connect app, add their name to your list of users and what time length of access you want to give, and you're all set. Their virtual key will expire in an hour, a day, a month, or whatever lifespan you think is best.


You can also ensure that your door gets closed each night. Set your door to automatically close at any time. For example, maybe everyone in the house has been using the garage at different times and it's hard to tell if the last person using it closed the door for the night. So to be safe, you set it to automatically close at 10 p.m. in case the last person using it for the day forgets to close it.


The meaning of the keystroke part is affected by the&mnemoniclayout system store value. If thisstore is not present, or its value is 0, then the keyboard is said to bepositional. If the store value is 1, then the keyboard is mnemonic.


The key definition references the value on the key cap of a US Englishhardware keyboard. Caps Lock and Shift are accounted for (seeissue #5460for how to use this correctly with KeymanWeb, using &CasedKeys).


Virtual keys are only used in the key section of a rule. Virtual keys are notvalid in the context of a rule, as the context consists solely ofcharacters, nor in the output of the rule (note: Keyman for Windows didunofficially support output of virtual keys until version 14.0, but it neverworked reliably).


While Keyman virtual keys are closely related to the Windows virtual keys, thereare differences, and the two cannot be used completely interchangeably. Most ofthe following discussion relates to physical keyboards.


The Right Alt key has traditionally been used on European keyboardsas an additional modifier state, usually known as AltGr. The end userof Keyman keyboards can select an option to emulate Right Alt withCtrl+Alt, as Right Alt is not available on somenotebook keyboards. Thus, it is wise to avoid usingCtrl+Alt combinations and Right Altcombinations in the same keyboard.


Additionally, it is useful to keep in mind that when this emulation is active,it is not possible to recognise the Ctrl+Right Altcombination, as this is overridden by Ctrl+Alt (producingRight Alt). This can have ramifications in keyboards such as German,which makes use of the Ctrl+AltGr combination.


The &CasedKeys system store lets you define a set ofkeys on the keyboard that are affected by Caps Lock state. When present, thecompiler will rewrite rules that contain the affected keys to avoid having torepeat rules. For example, you may have the following rules:


Keyman 6.0 introduced a new feature known as mnemoniclayouts.This feature requires that the "white" alphabet/numeric/punctuation keysin the primary section of the keyboard are referenced by the characteron the key cap rather than the key position (as with non-mnemoniclayouts). However, all other keys on the keyboard should be referencedas normal.


It is important to remember that you can choose any character thatappears on a given keycap, not just the unshifted character. Forinstance, if you use ['A'], you will be matching the unshifted A key;you must still explicitly state the shift state for the key.


A caveat for using RALT: When using many European keyboards, Windowsinternally translates the Right Alt (or AltGr) key to LCTRL+RALT.Along with Keyman's option to treat Control+Alt in the same manner asRight Alt, this means that you should avoid using more than one ofthe following shift combinations in the same keyboard:


If neither CAPS or NCAPS is specified, then the Caps Lock key isignored. This means that if you do have a rule that uses CAPS, youshould make sure that no other rule references that key without NCAPS orCAPS specified. In the following example, the [CAPS K_A] rule willnever be matched, because the [K_A] rule does not take Caps Lock intoaccount:


Touch layouts do not have physical keyboards, so the concept of virtualkeys is in some ways less relevant. However, for compatibility and easeof reference, Keyman maintains a mapping between the USEnglish virtual key codes and the characters emitted bythese keys. If a touch key is given one of these virtual keys (e.g.K_A), then the corresponding US English character (a) will beemitted, if no rule is provided to override that.


Each touch key must be given an identifying key code which is unique tothe key layer. Key codes by and large correspond to the virtual keycodes used when creating a keyboard program for a desktop keyboard, andshould start with K_, for keys mapped to standard Keyman virtual keynames, e.g. K_HYPHEN, and T_ or U_ for user-defined names, e.g.T_ZZZ. If keyboard rules exist matching the key code in context, thenthe output from the key will be determined by the processing of thoserules. The key code is always required, and a defaultcode will usually be generated automatically by Keyman Developer.


It is usually best to include explicit rules to manage the outputfrom each key, but if no rules matching the key code are included in thekeyboard program, and the key code matches the pattern U_xxxx (wherexxxx is a 4-digit uppercase hex string), then the Unicode characterU+xxxx will be output. Additionally, if the key code matches the patternU_xxxx_yyyy... (where xxxx andyyyy are 4 to 6-digit hex strings), then the Unicode charactersU+xxxx and U+yyyy will be output. U_xxxx_yyyy requires store(&VERSION) '15.0'.


What you use will depend very much on the game and what you need, but in general you would use virtual keys when you want to have onscreen buttons for player control or for menus, while you'd use the virtual keyboard when you need player input, like getting a name or setting a value.


In order for your games to work properly on mobile devices with a touch screen, you may need to be able to assign areas of the screen to respond to certain things when they are touched by the user. This is done by assigning a "virtual Key" to an internally mapped standard keyboard key and then using the keyboard events that they generate to control your application. It is worth noting that these "virtual keys" are mapped to the screen position rather than room position and so the x/y values are absolute, based on the display size. This means that you don't need to worry about the use of views or the relative room coordinates, and can simply define the keys in the Create Event of an object (you only need to define a virtual key once per-room), then draw your key sprites in the Draw GUI Event, sizing the GUI layer to be the same as the screen.


If you require text or numeric input in your game on a touchscreen device, then you can use the virtual keyboard functions provided to use the device OS keyboard. These functions will call up or hide the OS keyboard and accept input from it, however it will not trigger the regular keyboard events, but rather update the keyboard_string variable with the user input (this is due to the fact that the virtual keyboard can input whole words and not just single characters).


Our system allows for the provision of three types of Virtual Keys: Individual Keys, Temporary Event Keys, and Single-Use Keys. These keys provide a trackable, secure, and convenient method to manage visitor entry. They can be sent via text or email and are simple for visitors to use at entry points on the property.


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